Dinosaurs in the Sky

What is it?

Dinosaurs in the Sky is a game where you play as a T-Rex on a plane fighting against your own brothers to protect the city. Why stop them? Because your favorite hotdog vender lives in this city and you don't want to find a new one.



Fly through the air and take out all the enemies!

Technology used in the game

Collision Detection

Every object in the world has a hitbox that translates, rotates, and scales with the object.



This allows for moving enemies. Eventually complex pathing, models, and more interesting maneuvers can be created.

Sky Box

The sky moves with the player to give the illusion that the world has a horizon and is larger than it actually is.



The skybox is currently 5 sided (lacks a bottom face) and has issues where the player can see the "corner" of the world. This could be solved by having an icosahedral sky with 20 faces. The corners would appear to be more circular and texturing would make the polyhedron seamless. The current skybox is textured as a cube projected into a sphere. The top of the sky is thus a square picture tightly wrapped into a single point. By limiting the player's up and down viewing angle, the player will never see this. Since the player is controlling a plane, it makes sense to limit their up and down movement anyways.

BULLETS!

You destroy the enemies by firing bullets.





The bullets are small and fast enough that we can speed up their collision detection by only checking their current position against enemy collision boxes. Originally the bullets were created using the GeometryCreator files, however the Mesh creator and the GeometryCreator make normal vectors differently, breaking specular reflection. I eventually opted to create my own bullet meshes.

Textures and Models

I found the sky and building texture online from: iness.codegenies.com and Deviant Art. I made the ground texture; no other object has a texture. The T-Rex and Plane models were given to me by Professor Zoe Wood, I made every other model.