Realtime Rendering

Assignment 3

Assessment: 33%

Deadline: Fri 18/10/2019 9pm (end week 12)

Changes and Clarifications:

Aims

This assignment is intended to have students learn about game physics and collisions, and to write a small game using mechanics based on such. It may be done in pairs.

Problem Description

Many games have been written which have 'game mechanics' based on relatively simple physics and collisions, and were core to many early games - including one of the very first computer games Spacewar!. Highly successful games based on simple physics continue to emerge. Osmos, which uses inelastic collisions between circular/spherical objects. Angry Birds (and locally produced Catapult King by Wicked Witch Software might be of interest), uses projectile motion and collisions.

This year the final assignment is based on Peggle which uses projectile motion and collisions.

The assignment is to write a game similar to Peggle, involving collision detection between a moving ball and fixed position pegs. However, there are variations including making the pegs shapes be different polygons - triangles, squares, pentagons etc - and be rotating.

Peggle
(from wikipedia) And youtube video of gameplay

Marking Guide/Rubric

Assessment is primarily based on functionality, as below, although code quality is also taken in to account.

PA:

CR:

DI, features to be considered once a basic assigment as above has been completed:

HD, extensions and enhancements of which many are possible, for example:

Note: subject to (minor) change.