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MIT 6 111 - Termanator

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Termanator Final Project Presentation By Rodrigo Ipince, Donald Eng, Kevin Luu November 15, 2007IntroductionEquipments UsedShakerVideo ProcessingCreaturesProjectilesGame PlayTimelineQuestions?TermanatorFinal Project PresentationBy Rodrigo Ipince, Donald Eng, Kevin LuuNovember 15, 20076.111 – Introductory Digital Systems LaboratoryMassachusetts Institute of TechnologyIntroduction• Game: “Pseudo 3D”shooting game• Objective: obtain highest timed score• Controllers: – Shaker: generates the power for the gun– Pointer: directs the projectile of the shothttp://ps2.ign.com/articles/721/721470p1.htmlEquipments Used• XVGA Display:– 1024 X 768, clocked at 65Mhz• NTSC Video Camera– provided by 6.111 staff• Shaker • Pointerhttp://web.mit.edu/6.111/www/f2006/projects/jburnham_Project_Final_Report.pdfHigh-Level Block DiagramHigh-Level Block DiagramDevices/InputShaker• Time difference between pulses = Value for power level sent to Game Engine Module• Sprite bar displayed on XVGA to indicate the current power level• Moving-Average Filter (incorporated into Power Calculator)Video ProcessingHigh-Level Block DiagramGame PlayCreatures• Maintains path, position (x,y,z), and frame for each creature.• Creatures advance according to a frame rate.• Creatures getting too close.• Randomly generates new paths for creatures.• Later: parameter to determine how many active creatures to have at any point in time.Projectiles• Maintain projectile information.• Trajectories determined by pointer location.• Frame rate determined by power.• Collision check.Game Play• Game start/end• Control enabled status for each object.• Increase frame rate as time progresses.• Check if collisions were amongst active objects.High-Level Block DiagramGraphicsGraphics Pipeline• Sprites: Pixels and Depths• Display closest opaque pixel• Pipelining– Divide and conquer– Screen shift by pipeline stagesGraphics Perspective• 3D to 2D transform– Game play in 3D space– Linear Interpolation of perspective data • Accessing Sprites from RAM/ROM– Parse *.bmp into *.coe– Animation sprites based on framehttp://www.thinkgeek.com/tshirts/japanese/9980/Timeline11/18/2007 11/25/2007 11/30/2007 12/2/2007 12/5/2007 12/7/2007InputsComplete Shaker ModuleWorking prototype of Video ProcessingAll modules tested and working properlyGame EngineWorking prototype of Creature ModuleWorking prototype of Projectile ModuleGraphicsComplete Portable Graphics Module for DebuggingSprites read from *.bmp to ram to XVGAMiscellaneous Sprites (i.e. Splash Screen)IntegrationCombine Game Engine with GraphicsDebuggingTesting Game Engine on GraphicsGetting all Modules to work togetherWorking


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MIT 6 111 - Termanator

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