Upload
jonah-cannon
View
214
Download
0
Embed Size (px)
Citation preview
PART RACING
Eric Pierce, Jing Chen, and Paul Shaffer
Revolutionizing Mario-Kart Style Racing
Using Havok physics engine: • Car constant in forward motion and
can only control turns• Hit opponents with “parts” of the
world–Mouse interaction
• Pick up “parts” along the race track
“Parts” - 1CLASS NAME COMMENTS
ToolWrenchPliersScrewdriverJack
Need to install engine parts“ “ Need to install Wheels
Engine
4-BBL CarbCamshaftTurbochargerAir Scoop
More power – needs tools to install“ ““
BodyWheel(s)Light BarBumperTow Hitch
Need four plus jack to installNeed for laser/missileNeed for Oil Slick DispenserNeed for Mine Layer
“Parts” - 2CLASS NAME COMMENTS
Weapon
LaserHoming MissileMineOil Slick
Mounts on Light Bar on top of car “Need BumperNeed Tow Hitch
TreasureDiplomaJob OfferCar KeysPlane Tickets
Environment & Controls
OPTION ONE:OPTION ONE: • Dual world track – fire mountain vs. icy snowland • Navigate freely through turns and rotates like
traditional car racetrack • Importing Maya modelOPTION TWO:OPTION TWO:• Nodal map where user makes navigation choices
at each node (left, straight, right)– Path predetermined between each of the node– Operates like a railway track
• Create only a section of the world at a time
ImplementationObjects & Data Structures
OBJECT DESCRIPTION
Racers• Player• AI Racer
• Array/list of racers with current position updated on change of location •Collision detection control needed between objects
Power-Ups- Boosts - Invincibility
• Array/list of power-ups• Check if racer collides or if consumed• If consumed, regenerate
Hazards-Falling rocks-Fire-Oil slicks / Ice patches
• Array/list of hazards• Check if racer collides and run consequent action
Movable Items • Controlled freely by user via mouse interaction
ImplementationFSM Logic
• On new frame:– Check for user input (mouse/keyboard)
• Move player accordingly, control moveable objects
– Adjust camera based on new position of player– Check racers’ location for collisions– Update power-up, hazards, moveable objects
(delete, move, regenerate, etc)– Check for RACEISOVER
• Check winner
ImplementationFSM Logic
Aggressive AIAggressive AI
1. On Path State- On nearby player go to Chasing player state- On hit off path (by hazard) go to Returning to Path
2. Chasing Player - On not near player and off path go to Returning to Path state
3. Returning to Path
- On not near player and on path go to On Path state
ImplementationFSM Logic
Scared AIScared AI
1. On Path State- On nearby player go to Avoiding player state- On hit off path (by hazard) go to Returning to Path
2. Avoiding Player
- On not near player and off path go to Returning to Path state
3. Returning to Path
- On not near player and on path go to On Path state