CSC 476 Final Project

By: Adam Anderson, Alex Hua, Matt Key, Quan Bui

Introduction

Sea No Evil is a 3D fight-for-survival as the stranded player steers their crew and ship to avoid the monsters and hazards of a turbulent sea. The player must fight back against the unrelenting waves of the storm in order to make it back to safety at the lighthouse. All that stands in their way is a swarm of thrashing kraken tentacles and a minefield of sharp, hull-splitting crags. This perilous experience features a fully fleshed out level packed to the brim with lethal hazards. Can the player make it out with their crew alive? We will wait and sea.

Controls

Keyboard

Developer Shortcuts

Camera & View

Environment

Animation

Collision Detection

Shadows

Culling

Non-Photo Realistic Shaders

Lightning

Rain

Object Outlining

HUD & Intro

Demo


Try It Yourself

Try It Out!

Resources

  1. Inspiration and source of Music/Dialogue: https://www.dukope.com/
  2. Font: https://fontmeme.com/return-of-the-obra-dinn-font/
  3. FreeType tutorial: https://learnopengl.com/In-Practice/2D-Game/Render-text
  4. Low Poly Water (used then refined/simplified): https://github.com/TheThinMatrix/LowPolyWater
  5. Dithering on the GPU: http://alex-charlton.com/posts/Dithering_on_the_GPU/
  6. Stormy night shadertoy: https://www.shadertoy.com/view/XsX3DS
  7. Lightning bolt: http://drilian.com/2009/02/25/lightning-bolts/
  8. How to Generate Shockingly Good 2D Lightning Effects: https://gamedevelopment.tutsplus.com/tutorials/how-to-generate-shockingly-good-2d-lightning-effects--gamedev-2681
  9. Dynamic Bounding Volume Hierarchies: https://box2d.org/files/ErinCatto_DynamicBVH_GDC2019.pdf
  10. Dynamic AABB Tree: https://www.randygaul.net/2013/08/06/dynamic-aabb-tree/
  11. Dynamic AABB trees in C++ with support for periodic systems: https://github.com/lohedges/aabbcc
  12. Shadow Mapping: https://learnopengl.com/Advanced-Lighting/Shadows/Shadow-Mapping
  13. Dr. Zöe Wood’s Shadow Mapping workshop
  14. Framebuffers: https://learnopengl.com/Advanced-OpenGL/Framebuffers
  15. Dr. Zöe Wood’s Deferred Shading workshop
  16. Stencil testing: https://learnopengl.com/Advanced-OpenGL/Stencil-testing
  17. Dr. Zöe Wood’s View Frustum Culling workshop