CMP-5010B: Graphics I TRACK-BASED GAME USING C/C++ AND OPENGL Solved

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MODULE: CMP-5010B: Graphics I

ASSIGNMENT TITLE: DESIGN AND IMPLEMENT A TWO DIMENSIONAL INTERACTIVE  

TRACK-BASED GAME USING C/C++ AND OPENGL

 

Aim: 

To introduce the concepts of Computer Graphics.

To develop a program using OpenGL.

To gain experience in writing computer graphics applications, with the assignment focusing on a 2D game.

Learning outcomes:

To learn to write programs using OpenGL with C++ in Visual Studio.

To learn the concepts of 2D transformations, viewing and interactive control using OpenGL.

 

Description of the assignment:

To design and implement your own 2D game using OpenGL and C++. The user should control a vehicle around the 2D environment and be viewed from above. There must be a clear start and end to the game and the user must navigate their vehicle around a track or route with boundaries (e.g. a racetrack with grass verges, a river with banks). You may decide on the vehicle and the track but you should incorporate collision detection between your vehicle and the boundaries.

 

The following features are essential:

 

  • The game has a clear starting position and the user’s controls should be clearly stated.
  • A clear objective and scoring system needs to be provided.
  • The world should be larger than the screen size which means the background (world) should scroll both horizontally and vertically if the user’s vehicle threatens to go off the screen out of the user’s view.
  • A track or path should be defined with clear boundaries for the user to navigate around.
  • There should be a response to colliding with the boundaries (e.g. the vehicle bounces off or slows down).
  • There should be at least one other vehicle racing against the user.
  • Collisions should be detected between the user and the other vehicles in the environment.

 

 

You may create windows using Win32, freeglut or GLFW or other suitable window managers (subject to approval).

 

To provide guidance on the marking the mark sheet is provided on blackboard.

 

Required:

 

A full submission should consist of:

1)                  Report detailing the design and implementation for the motion of the user controlled character, including how the character interacts with the boundaries of the track in the game environment (in response to

Assessment criteria 2).                                                (2 sides maximum)                                                     (14%)

2)                  User Manual                                                                  (max. 1 side)                                                       (1%)

3)                  Program + Demonstration, Week 14                                                                                                           (85%)

 

Handing in procedure:

 

Please hand in the report by 03/05/2018 before 15:00

 

A demo will be organised in Week 14 to present your game.

 

Please remember to print two copies of the mark sheet and give them to the markers during your demonstration. You can demonstrate on a lab computer or your own computer/laptop.

 

Please submit electronic copies of the executable, source code, textures and other supporting files (such as Visual Studio project files) by transferring it to my USB stick during the demonstration.

 

 

 

  • G1.zip