Game6: Post-Skeletal

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

What You Need To Do

(More on game scoring.)

How To Do It

Design Roll Call

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:

  1. Fork the base6 code as a starting point. The file highlights changes since the last base code and explains how to set up your development environment.
  2. Modify the code to implement your game and asset pipeline.
  3. Fill in the missing sections in to document your project; replace screenshot.png with a screenshot of your game.
  4. Place a checkout of your game repository into your AFS turn-in folder at /afs/