eae6320assignment5

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Write Up:

Question:

What was the point of the assignment?

Answer:

The point of this assignment was to add physics to our game system and get the graphics system to update base on a rigidbodystate. We were also asked to implement a camera to your game.

Question: 

What did you do personally to complete the assignment?

Answer:

I created a gameobject class that holds a geometry, effect, and a rigidbody. I made a function in graphics that lets the user pass in an array of gameobjects to be rendered. I also created a camera object that is also passed to graphics. Lastly I implemented a way for the graphics to draw a geometry that is being moved.

Question: 

Did you get any help from a fellow student?

Answer:

Yes, I got help from Boson and Byreave.

Question: 

Show us your representation of a game object/thing/entity (it's ok to show the actual class/struct/whatever definition for this). Explain what data you store and why that is helpful for the game.

Answer:

As I explained above my gameobject holds a geometry, an effect, and a rigidbody. I also store a matrix transform and a bool called shouldRender. I have the gameobject hold a geometry, an effect, and a rigidbody because it makes it as simple as possible for the user to pass in all pertinent data to the graphics system. I store a matrix transform so that my predicted position is calculated before render time to reduce issues I had when rendering. Lastly I added a bool so that it would be easier for a user to decide not to render a gameobject with out having to remove it from the gameobject array. I made the graphics check if a gameobject should be rendered when we submit data so that it ignores any object with a false and does not add it to the thread.

Question: 

Tell us how the size (in bytes) of the data that you need to store now for each draw call (how much memory does the graphics system need to cache in order to draw a mesh)?

Answer:

D3D:

960 bytes is what is need to save in s_dataBeingSubmittedByApplicationThread. I have set the 3 arrays stored in there to hold 10 objects by default. Graphics holds two of these structs for a total of 960*2 bytes.

OpenGL:

880 bytes is what is need to save in s_dataBeingSubmittedByApplicationThread. I have set the 3 arrays stored in there to hold 10 objects by default.  Graphics holds two of these structs for a total of  880*2 bytes.

Question: 

Explain why extrapolation/prediction is necessary when rendering with our engine? (How does the simulation update relate to rendering?)

Answer:

Because the simulation update and the render have different ticks. The simulate update is not called as frequently as the render. So we make up for this by extrapolating the position of the rigidbody.

All required screenshots can be found on the screenshot panel on the right  ->

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Developer
Luis Garcia Remes
Age rating
Not rated
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Last Modified: Sep 27, 2019

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itch.io