COMP 5620/6620 Theoretical Model

0
0
2573 days ago, 834 views
PowerPoint PPT Presentation
This diversion is intended to bolster the comprehension of fundamental material science ... Ball tossing amusement Conceptual model (7/15) Basic thought of the diversion is to hit a few ...

Presentation Transcript

Slide 1

COMP 5620/6620 Conceptual Model 3D Game Creator Lei Chen Fangyang Shen Lacey Strange Volkan Ustun

Slide 2

Outline Introduction 3D Game Studio as an instructive device Overview of 3D Game Studio Software Models Developed Models Car surge Ball tossing amusement Cloud Other case Models Weather models Crane test system Web interface of the venture

Slide 3

Introduction (1/2) 3D GameStudio gives: 3D motor Physics motor Level, landscape and model editors Built-in compiler for C script for demonstrating collaborations C++ interfaces for outside improvement

Slide 4

Introduction (2/2) We are attempting to create instructive models for center school understudies utilizing a 3D diversion composing device - 3D Game studio. Another goal is to survey the capacities of this device for instructive model advancement

Slide 5

3D GameStudio as an instructive device (1/2) Strengths Eliminates the weight of coding 3D representation for making intelligent and pleasant models. Worked in C-script capacities give adaptability in diversion and communication outline (This is not gave in level editors eg. Unbelievable Tournament)

Slide 6

3D GameStudio as an instructive apparatus (2/2) Weaknesses Target gathering of people is FPS or other sort of diversion engineers Documentation is not broad Need to do coding for practical models Need to comprehend 3D representation for a scene improvement Complicated device for fundamental clients

Slide 7

Overview of 3D Game Studio (1/8) Level outline Modeling Lighting Script programming (discretionary)

Slide 8

Overview of 3D Game Studio (2/8) Level Design WED is the manager for making the virtual universes. The WED manual is isolated into three sections. Fundamentals Function (Menu and User Interface) Map Design Example: A Basic Shooter

Slide 9

Overview of 3D Game Studio (3/8) Modeling Two approaches to add models to move or duplicate your own particular ".mdl " documents into your venture catalog. go to the Object menu and select Load Entity.

Slide 10

Overview of 3D Game Studio (4/8) Lighting How noteworthy the level will look relies on upon the lighting. Lights and shadows are a critical element and a capable apparatus of GameStudio's A6 motor. Tips Rarely utilize Pure White Lights . Utilize Soft Lights. Utilize a Basic Level Ambient. Make an effort Not to Use Sunlight

Slide 11

Overview of 3D Game Studio (5/8) Script programming C-Script Editor : to make your own scripts for 3D GameStudio. SED : to give linguistic structure highlightning, code fulfillment and different components.

Slide 12

Overview of 3D Game Studio (6/8) C-Script has all elements of a cutting edge question arranged programming dialect. a disentangled variant of the expert programming dialect C++. C-Script Workshops will be exceptionally useful for new software engineer (on the GameStudio download page).

Slide 13

Overview of 3D Game Studio (7/8) SED Menu. Setup. UI. Altering. Arrange investigating.

Slide 14

Overview of 3D Game Studio (8/8) Detail Instructions and Further Assistance http://www.3dgamestudio.com. http://www.arcadestudio.com/. http://groups.msn.com/3DGameStudioWorkshop. http://www.conitec.com/. http://www.3drad.com/. http://www.ambrosine.com/resource.html

Slide 15

Developed models (1/15) Car surge show

Slide 16

Car surge – Conceptual model (2/15) This diversion is intended to give understudies a chance to have an essential thought of relationship among speed, gravity and contact. Understudies can discharge vehicles from the highest point of a slop to the base. They can pick the surface material; slant edge and 4 unique vehicles. The diversion will gauge the time while the vehicle moves down. All settings and records will be spared in documents.

Slide 17

Car surge – Conceptual model (3/15) On-screen guidelines are straightforward and express. Understudy hits the begin catch to discharge a vehicle. Authentic settings and records can be shown too.

Slide 18

Best Record: 2.76 S Show History EXIT Start! Flip incline surfaces: "s" Toggle slant edges: "a" Toggle vehicles: "v"

Slide 19

Developed models (5/15) Ball tossing diversion demonstrate

Slide 20

Ball tossing amusement – Conceptual model (6/15) This amusement is intended to bolster the comprehension of essential material science Children would have the capacity to draw connections between the toss point, toss speed and the separation.

Slide 21

Ball tossing diversion – Conceptual model (7/15) Basic thought of the amusement is to hit a few focuses on that are spread around the scene by tossing balls.. Client will have the capacity to decide the toss speed and toss edge of the ball. Clients will have the capacity to move to either right or left, in any case, front/in reverse developments will be limited. A flyweight camera will be fused to move around the scene

Slide 22

Ball tossing amusement – Conceptual model (8/15) Game will be made out of a solitary level where there are four targets User need to hit each of the objectives with a specific end goal to finish the diversion. Clues might be given material science conditions to figure the point where the ball will hit the ground. There will be a few hindrances in the scene that can block the ball development.

Slide 23

Ball tossing diversion User interface model 1 mile 1.2 mile 0.5 mile 0.3 mile

Slide 24

Ball tossing amusement – Scenario (10/15) User begins the amusement. Client chooses an objective User adjusts the toss point utilizing "+" catch to build the edge and "- " catch to diminish the edge. Client decides to toss speed utilizing "up" to build the speed and "down" to decline speed. Client presses "enter" to toss the ball. On the off chance that the ball hits the objective, target hit would be erased from the scene. On the off chance that all objectives are hit, a praise message will be appeared and program will end. In the event that there are targets left, client will choose the following target and will attempt to hit it.

Slide 25

Developed models (11/15) Cloud Model

Slide 26

Cloud Model – Conceptual Model (12/15) The cloud model is intended to be an exploratory learning knowledge for center school science understudies With this model, the understudy will have the capacity to find out about various sorts of mists, for example, Cumulus mists, Stratus mists, Cirrus mists, Cumulonimbus mists, and Nimbostratus mists The understudy will likewise find out about various elements of mists

Slide 27

Cloud Model – Conceptual Model (13/15) The understudy will have the capacity to Visually observe the contrasts between various sorts of mists The understudy will feel like he or she is up in the sky investigating the mists

Slide 28

Cloud Model – Conceptual Model (14/15) To take in more about mists, the understudy would basically choose a cloud that he or she might want to take in more about Information about that cloud would show up in the blue box at the base of the screen

Slide 29

Cumulus mists are the puffy mists that look like puffs of cotton

Slide 30

Other illustration Models (1/5) Weather models (tornado, streak & thunder) Crane test system

Slide 31

Tornado (2/5)

Slide 32

Flash & Thunder (3/5)

Slide 33

Crane (4/5)

Slide 34

Crane (5/5) Control the 0.8 ton steel hook of a 240 ft. Undertaking is to snatch things from the beginning spot them somewhere else. Reasonable conduct of crane, link and hook is controlled by a short script utilizing Gamestudio's material science motor.

Slide 35

Web interface of the venture Please visit https://frontpage.auburn.edu/chenlei/courses/Comp6620/project.htm for more data.

SPONSORS