by Cody Thompson
A user controlled animation simulator of a 'Link' model from the "Legend of Zelda" series (written in C++ / GLUT / OpenGL)
using directional lighting, hierarchical modeling, and the main model made by Scotty Beauchamp.
- User controls to move the model and cameras around the world
- A switch to make the model run or walk when moving forward
- Running, walking, standing, and back walking animations
- A single directional light, located above the scene and represented as a large sphere
- Simple collision on the bounds of the world for the model
- Simple texture mapping for the ground and walls of the world
Model Controls: (these are directionally related)
- 'w' : move Link forward relative to where he is facing
- 's' : move Link back relative to where he is facing
- 'a' : turn Link left (counter clockwise)
- 'd' : turn Link right (clockwise)
- 'r' : switch to running mode
- 't' : switch to walking mode
- mouse (left-click) : changes the camera angle face.
- 'j' : strafes the camera left
- 'k' : zooms the camera out
- 'l' : strafes the camera right
- 'i' : zooms the camera in
Notes on Movement:
- Link turns fastest when he is standing
- 's' is disabled if 'w' is currently pressed, and vice versa
- same as above but with 'a' and 'd'
- by default, Link is in walking mode
- you may switch modes of movement while currently moving, but will not affect Link until he stands again
- The camera always follows Link's main movement, but it will not turn with him
- Their is no collision detection on the bounds of the world for the camera
The 'Link' model made by Scotty Beauchamp
The main world
The lighting situation
Code only makes on unix.
Bugs / Unfinished Areas of this Project
- The camera does not have the ability to orbit Link's head.
- There is no collision detection on the trees.
- I was not able to set the Link model up with his material textures.
- No smooth animations between movement changes (standing -> running, walking -> standing, etc.)
- There is no turning animation.