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Overview Video Screen Shots Design Plan History Team Development Plan Table of Contents Introduction Editor Graphics Hardware Architecture Data Code Demo Motion Capture Scoring Team Behavior 3D Task List Milestones |
Editor Windows 95 Application. Uses the Display Engine and Resource Manager to display objects and uses basic World Physics to model placement of objects. The editor saves scenes in format readable by the game script module. Each scene will also contain references to objects in format Resource Manager can use. Game Scripts and Parameters Module Controls game and scene transitions, accumulates score and checks time, initiates win/lose animations and transitions. This module also initiates creation and destruction of transient objects in the scene (enemies that appear around corners, etc.) World Physics The World Physics module is responsible for updating the positions and orientations of all the world objects and computing collisions. In addition, the World Physics module performs all the motion capture moves and calls the object behavior functions for each active object in the world. This module also reads the controller input for the use player and translates the user’s intention into world physics and special moves. A block diagram of the components of the World Physics follows. World Physics
Resource Manager Loads and unloads meshes, loads and unloads textures, maps textures and color maps to faces of meshes. The Resource Manager may also do some loading in the background. Display Engine Manages Order Table of drawing primitives, performs all transformations of objects and performs viewing transformation. The Display Engine also Does the actual texture mapping and color pallete assignment as set by the resource manager. Memory Usage The Sony PlayStation has very tight memory constraints. The following diagrams illustrated how Vertigo uses RAM, SRAM and VRAM.
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