Game4 builds on Scene
by adding collision handling.
Your goal is to start with a fork of the game4 base code and develop a new game which involves navigating a solid Scene.
I say "navigate" rather than "walk" since games that allow the player's avatar to bounce, jump, warp, fly, swim, or otherwise move are all okay, as long as they can't move through solid objects. You are welcome to use a walkmesh-style "valid manifold" approach to collisions, or a more direct "check and resolve" approach. What is important is that the world feels solid to the player.
Remember that our Resources section has links to places to get various 3D assets. If you include assets that you did not create, be sure that this use is compatible with the license of the assets, and record where you got them in your README.md.
Answer roll call with a no-more-than-two-sentence summary of what you are making. A good structure for this game is to provide a point of reference and highlight the main difference in your game. (E.g. "I'm making a pinball game with orbital mechanics.")
Place a check-out of your game repository into your game4 folder on AFS (see below).
We have design roll call to make sure you are thinking about what you are going to code up. Your roll-call design is non-binding -- the game you turn in does not need to match it. Remember that one way to get out of the box is to go below the bottom of the barrel.
NOTE: the class will be working together to create a few basic collision primitives; so if you pull the base code early be ready to merge some changes from upstream.
For this assignment you should first get the base code working on your system, and then modify it to implement your new game. More detailed steps:
README.md
to document your project; replace screenshot.png
with a screenshot of your game./afs/cs.cmu.edu/academic/class/15466-f19/game4/ANDREWID
.