My project focused on the recreation of a scene in the game Legend of Zelda: Ocarina of Time using OpenGL. The goal of this project is the ultimately create a scene that I would be able to translate over into my senior project.
I explored a few branches and applications of graphics, including:
- Alternative forms of lighting, such as spotlight.
Because these graphics applications weren't direcly covered in our lectures, I searched around online for tutorials. Linked are included below:
- Skybox Tutorial: Skybox Tutorial
- SpotlightTutorial: Spotlight Tutorial
Below is a documentation of the steps I went through to create my scene
|Implementation Steps||Visual Result|
|Hierarchically create pedastal with Sword resting in it|
|Create a base for the pedastal to rest on, Create lighting|
|Add a block to visualize the light.|
|Texture the base to add character|
Even though I wasn't able to fully implement every feature I would've have liked, namely the skybox, I did learn a great deal from my readings and from my trials and errors.
Firstly, in regards to the spotlight, I had several up and down moments as I was adding attenuation, so that the light would cut out when the angle from the center of the light reached above a certain threshold.
In my attempts to inplement the skybox, I learned how frustrating it can be when libraries don't import properly, increasing levels of stress and frustration to unseen heights. Despite this, I still learned about how the textures for the faces are stored (in a queue done with the push_back() function), about how the space seems infinite by moving the box as the camera moves, and also about how the entire space is textured with 6 separate images to create one seamless environment. I may not have finished this portion, but it was indeed fascinating to read about.