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  3. Computer Graphics Project (MTAT.03.328)
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Computer Graphics Project 2020/21 spring

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Project Y

Jens-Stefan Mikson

Description

The goal of this project is to create a space station environment in virtual reality (developed for HTC Vive). The environment has following requirements: interior must look futuristic, main room must have a big window from floor to ceiling, the window must have a view containing of minimum one star, which is close to the player and a high resolution skybox. Add mechanics to make a multiplayer FPS in VR.

Additional art (not planned initially) includes: extra rooms, planets, more stars, moving asteroids or space ship.

The goal is to give the player a feeling of big and empty space with beautiful visuals. Inspiration received from Mass Effect series, the Illusive Man room: image

Plan

  1. Setup environment layout, add skybox placeholder
  2. Finalize skybox, complete star shader
  3. Add Additional effects to the star: particle effects, lighting, rotation/orbit
  4. Beautify interior
  5. Add sound effects

Milestone 1 (01.03)

  • Primary layout of the scene: the room with a window, star (sphere), placeholder skybox

Result:

Milestone 2 (15.03)

  • Star shader: color mix, movement of
  • Skybox

Result: I've imported a star from asset store (https://www.assetstore.unity3d.com/en/#!/content/39688) and tested it. However, problems arise when star is scaled big. The texture stretches out way too much. To counter this, I tried tiling the texture, however the texture does not seem to be tileable.

I will try to find a solution by finding/creating a tileable texture and experiment with large area rendering techniques: http://answers.unity3d.com/questions/1210995/managing-a-large-space-environment-with-planets.html

Also, the HD skybox I used looked good on a PC monitor, however quite blurry on the Vive. Might be because of small FoV. Also, the stars were difficult to see. Might have to use a skybox with bigger stars in the background.

Milestone 3 (29.03)

  • Fix the star texture and flare size.
  • Add ambient sound
  • Experiment with different skyboxes
  • Match menu panel, room list, player list. Art + func
  • Railgun functionality
  • Player death animation

Result: Ambient sound, skybox and star's fx has not been done yet. However the mechanics are implemented. Game was tested twice in the previous 2 weeks. First time, many bugs were found regarding player death and respawn, score and rocket synchronization. These bugs were fixed. Also, a GDD is half complete and might be released at the end of the project.

Milestone 4 (12.04)

High priority tasks. Must be finished.

  • Try to add the camera technique to render star bigger than it is. Complications in VR?
  • Add chain texture to grappling hook.
  • Add voice effect to grappling hook.
  • Add notification UI (kill text, death text).
  • Add collision effect to rail gun hit effect.
  • Implement pistol. Art + func. Must be synced over network.

Medium priority tasks. Must be tested or prototyped.

  • Test health UI. Place it on visor (in front of player's eyes) or on hands.
  • Implement pick-up system for power-ups, weapon and ammo pick-ups. Placeholder pick-up items.

Low priority tasks. Completion/testing not required.

  • Design new level.
  • Prototype additional functionality for grappling hook.
  • Prototype rail gun secondary fire.
  • Test grappling hook as a projectile. Syncing over network not a necessity.

Milestone 5 (26.04)

High priority tasks. Must be finished.

  • Implement Plasma gun. Art + func. Must be synced over network.
  • Prototype rail gun secondary fire.
  • Prototype pick-up system for power-ups, weapon and ammo pick-ups. Placeholder pick-up items.
  • Implement match end conditions: time, kill count, flag capture amount.

Medium priority tasks. Must be tested or prototyped

  • Implement Capture the flag game mode when pick-up system complete.
  • Research map selection implementation techniques.

Low priority tasks. Completion/testing not required.

  • Test grappling hook as a projectile. Syncing over network not a necessity.
  • Replace all sound effects, which are used from Quake 3.

Milestone 6 (10.05)

High priority tasks.

  • Implement pick-up system for powerups (flags, powers).
  • Implement capture the flag game mode.

Medium priority tasks. Must be tested or researched.

  • Research game mode implementation.

Low priority tasks. Completion/testing not required.

  • Implement game mode selection.
  • Implement level selection.
  • Grappling hook as a projectile.
  • Prototype rail gun secondary fire.
  • Replace all sound effects, which are used from Quake 3.

  • Institute of Computer Science
  • Faculty of Science and Technology
  • University of Tartu
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