Shelli Crispen's Final Project 471

Panda Land

Description:

For my final project I created a game where the user walks through a bamboo forest to find a panda. The user can explore a 40 by 40 unit forest. The
user always starts at the arch way leading into the forest, which is loacted at the left front corner of the world. The panda will randomly generate in a location
contained within the world's bounds. If the user needs a hint to find the panda, the panda's location is printed to the console.

Technologies:
- The panda itself is hierarchically modeled and has 11 spheres building off of the center body sphere.
- Game Camera controls using WASD to move forward, left, backward, and right.
- The cursor moves the pitch and yaw of the camera for the user to look around the world more.
- When the panda is found the game state of the "Panda has been found!" prints out to the console and
the camera movement stops but the rotation continues.
- Also the panda is found by using a bounding circle and collision detetion.

Pictures:

Figure 1: The Nagasaki Arch is the entrance to the the bamboo forest.


Figure 2: The image above shows the panda in the the bamboo forest.


Figure 3: This photo shows the panda not completely visable as the user walks through the forest.

Lessons Learned:

From this project, I learned a great deal. Some of the more notable things were tinkering with the game camera and understanding how alpha and beta
effect where the camera is looking. Creating the rainbow panda enhanced my heirarchical modeling skills. I learned about collision detection and how bounding
circle detection is useful but not completely accurate, and that trying to implement detection using the view plane and the bounding circle is quite
difficult. I was unable to complete that part of the project unfortunately. Another aspect I learned a great deal about, but was unable to fully complete,
was the implementation of a skybox around a 3D world.

Resources:

Collision Detection:

OpenGL Tutorial: Collision Detection

Skybox:

www.keithlantz.net/2011/10/rendering-a-skybox-using-a-cube-map-with-opengl-and-glsl/
learnopengl.com/#!Advanced-OpenGL/Cubemaps
www.custommapmakers.org/skyboxes.php

View Planes and Frustum:

http://www.lighthouse3d.com/tutorials/view-frustum-culling/

Object Files:

Yobi3D
TurboSquid

Created by Shelli Crispen, 2016, Introduction to Computer Graphics 471