Game6 challenges you to build on our base code to support post-processing or skeletal animation.
Your goal is to start with a fork of the game6 base code and develop a new game which features, as an important part of the gameplay, either skeletal animation or post-processing effects.
This is a bit of a tricky choice, since skeletal animation is probably easier to implement, but post-processing effects might be easier to build a new game around.
Note that, for post-processing effects, your effect must be of the sort that can't easily be implemented without rendering to an off-screen buffer. So, e.g., blur would fit this criteria, while color inversion would not.
Remember that our Resources section has links to places to get various 3D assets. We have also included some skeletal animations in the base code's scenes directory. 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. (E.g. "A game that uses post-processing to selectively blur objects. The player must find the blurriest object.")
Place a check-out of your game repository into your game6 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 everything is a remix; combine ideas you like to make something new.
NOTE: the class will be working together to improve the base code; if you pull the base code early, be ready to merge 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/game6/ANDREWID
.