Boids -- The Requirements
These are the requirements to achieve 70% on the final:
Part 1 - 30%
- An object (this will be the "boid" and there will be about 20 of them).
- The object must animate.
- The object must be texture mapped. You will need to check with me to
make sure your texture is appropriate.
- You must use display lists.
Part 2 - 20%
- Landscape area at least 500 width, 500 height, and 700 length.
What is a landscape? This is something akin to a "city". There
needs to be buildings (short and tall). The point here is to
make obstacles. You'll need to make some up high, or the boids
will simply hover along the top. You will need at least 15
obstacles.
- You need to have a command line switch which will turn off the
obstacles and landscape.
Part 3 - 20%
- Normal camera (left mouse moves left, right, up, and down; middle
mouse zooms in and out). Same as project 3.
- Switching "chase" camera. This camera will follow behind a
boid at some distance (suggest 50). It should be oriented such that
the camera is always oriented directly behind the boid (on the boid's
negative Z axis). Given the information of the boid (x,y,z,pitch,yaw,
and roll) you can easily determine the proper location and rotation
of the camera. We will discuss this on Wednesday night of finals week.
- The chase camera should switch to a different boid every 5 or so
seconds.
These are the optional requirements to achieve 100% on the final (each
is worth 10%):
- Texture mapped landscape (at least 3 different textures).
- Object animation based on the movement of the boid. For instance,
if a change in direction occurs, you could have a specific animation
take place. An example would be a thruster firing on a spaceship. You
must be able to demonstrate this effectively.
- Pause and step for simulation.
- Texture map toggling.
- Object animation based on the accelleration or decelleration of the
boid. This will not be easy to compute, however it is possible.
- Correct lighting and normals.