Group Size: 1-3 people
Deliverables: Working “tech demo”, 5-10 minute class presentation and demo + slides + 3-4 page report
Judged on: Quality of design and implementation, originality, amount of effort, delivery of demo and presentation, clarity and completedness of report
This project has to be a Tech Demo of a game engine feature that you have designed and implemented. A tech demo does not have to e a fully working game, but it should demonstrate your technology in a game-like context. Think of your demo as a way to get a game company interested in your technology.
The technology you build can be something you create absolutely from scratch (e.g. your own resource management system) or something that is put together from several existing components, combined in an interesting way (e.g. physics and animation).
You can propose pretty much anything, as long as the following is true about the project:
There are a few more implementational requirements:
It is possible to negotiate the C/C++ and Ogre requirements, but you need very good arguments. For example, it is not enough to suggest using a different engine because then you can make a cooler game. This course is about the design of the engine itself, not game creation.
|1||Asynchronous Online Resource Manager||Jóhann, Gísli|
|2||Spreading Fire Engine||Helgi, Guðmundur, Ingi|
|3||Ogre Model Browser||Ágúst, Oddur, Rúnar|
|4||Efficient Large Scale 2D Map Processing||Þorsteinn, Jón|
|5||Balloon Flight Simulation||Finnur, Ólafur U|
|6||Online Resource Manager Multiple Asset Types||Georg, Hrafn, Ólafur W.|
|7||Remappable Human Interface Device Manager (1st choice)||Birgir, Sigurður|
|8||Procedural Content Generation||Vífill, Gunnar, Baldur|
|9||Text Rendered Game Engine||Daníel, Jökull|