This interactive scene was a continuation from my Direct3D 11 – Lights and Shadows demo, for the Graphics 2 University of Derby module. Overall it has had around 4 months of development. The assignment’s brief was to develop an interactive scene and we can interpret the meaning of interactivity in any shape or form. I decided to go with collision within a game environment and decided to replicate popular game mechanics, as best as I could within the time frame I had available. This left me to also design and model a custom 3D scene that could demonstrate all of the mechanics.
The final outcome was a fully movable third person game that includes the ability to double jump, collide and interact with many different things within the environment. This was developed entirely in C++ and also makes use of the DirectInput API.
- Extended and improved my Direct3D 11 – Lights and Shadows rendering engine.
- Full third person movement and double jumping (both velocity based) w/ a 3D character via mouse and keyboard.
- AABB collisions detection – Collided, intersection, above and below.
- Dynamic and static environment objects.
- Complete Player and dynamic objects collision systems and gravity.
- Complete Pickup-able objects and movement system.
- Object interactions.
- Object distance culling.
- Linear fog in-game tweaking.
- Opacity maps and transparency support.
- Axis aligned billboards.
- Level design.
- Has backwards compatibility with Direct3D 10 and 9 hardware
- You will need DirectX SDK June ’10 and Visual Studio 2010 or greater to run the solution.
- External 3D models were resourced from: The Free 3D Models.
- Jack Kemp was responsible for the linear fog, menu systems, level design and testing.