BABLEFISH. Create a custom VR Engine

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1 BABLEFISH Create a custom VR Engine

2 Evolution of Digital Games VR Camera Controller

3

4 Experiential

5 Experiential

6 DAQRI

7 DAQRI : AR v VR v MR

8 Startupbeat.com

9 VR History: Quaternions Hamilton 1843

10 Grass still growing? Call the Lawnmower Man (1992)

11 Escape VR:- VR Arcades

12 Immersive VR Education Apollo 11 Mission

13 Evolution of Digital Games Extract from HTC VIVE Valve SDK

14 CPP Labs OpenGL & GLM

15 VR SFML Game Specification Create a Player class which holds the current transformation position of player head. Create a NPC class which holds the current transformation position of the cube(s). Initialise the VBO Create buffer Bind buffer Fill buffer with vertex data Create views (like mini map) which split screen in two halves. During update loop alter the transformations for the character cubes / (view & projections). SFML Sensor API ( ) Building for Android ( SFML-for-Android-on-Windows )

16 Project Rubric

17 Vertex Buffer Object Store vertex data (vertex, normal vector, color etc.) Stored on graphics hardware for non-immediate rendering Substantial performance gains over immediate mode rendering

18 Generating Vertex Buffer Objects Steps to generating VBO 1. Generate a new buffer object with glgenbuffers###() 2. Bind the buffer object with glbindbuffer###() 3. Copy vertex data to the buffer object with glbufferdata###()

19 Vertex Struct typedef struct { float coordinate[3]; float color[3]; } Vertex;

20 Vertex Data vertex[0].coordinate[0] = -0.5f; vertex[0].coordinate[1] = -0.5f; vertex[0].coordinate[2] = 0.0f; vertex[0].color[0] = 0.1f; vertex[0].color[1] = 1.0f; vertex[0].color[2] = 0.0f;

21 initialize() /* Create a new VBO using VBO id */ glgenbuffers(1, vbo); /* Bind the VBO */ glbindbuffer(gl_array_buffer, vbo[0]); /* Upload vertex data to GPU */ glbufferdata(gl_array_buffer, sizeof(vertex) * 6, vertex, GL_STATIC_DRAW); glbindbuffer(gl_array_buffer, 0); glgenbuffers(1, &index); glbindbuffer(gl_element_array_buffer, index); glbufferdata(gl_element_array_buffer, sizeof(glubyte) * 6, triangles, GL_STATIC_DRAW); glbindbuffer(gl_element_array_buffer, 0);

22 render() void Game::render(){ cout << "Drawing" << endl; glclear(gl_color_buffer_bit GL_DEPTH_BUFFER_BIT); glclearcolor(0.0f, 0.0f, 0.0f, 0.0f); glbindbuffer(gl_array_buffer, vbo[0]); glbindbuffer(gl_element_array_buffer, index); glenableclientstate(gl_vertex_array); glenableclientstate(gl_color_array); glcolorpointer(3, GL_FLOAT, sizeof(vertex), (char*)null + 12); /* Draw Triangle from VBO */ glvertexpointer(3, GL_FLOAT, sizeof(vertex), (char*)null + 0); gldrawelements(gl_triangles, 6, GL_UNSIGNED_BYTE, (char*)null + 0); gldisableclientstate(gl_vertex_array); gldisableclientstate(gl_color_array); window.display(); }

23 Single Triangle Rendered using VBO

24 VBO Layout

25 Student Project (Mobile VR Engine)

26 Student Project (Mobile VR Engine)

27 Sample of Project Results James Peter Liam Keenan Bartosz

28 Projects 8c86a42e13be1b7e97b7/Project. X68?at=master&fileviewer=fileview-default

29 History Lesson st Gen Brown Box 1968 PONG 1972 ODESSEY nd Gen SPACE INVADERS 1978 Asteroids 1979 PAC-MAN 1980 DONKEY KONG 1981 Frogger rd Gen SUPER MARIO 1983 TETRIS th Gen Sonic the Hedgehog 1991 MORTAL COMBAT th Gen PS SEGA Saturn th Gen SEGA Dreamcast 1998 SEGA Net (MOL) 2000 PS GAMEBOY Advanced 2001 Nintendo GameCube 2001 Xbox th Gen Xbox Nintendo Wii 2006 PS th Gen Xbox ONE 2013 PS photo courtesy National Aeronautics and Space Administration

30 Input / Output devices Keyboard Mouse Touchpad Camera Monitor Screen Speaker / Headphone Phone / Tablet Virtual Reality

31

32 Xbox Controller

33 Architecture Programming Language Architecture Hardware

34 Buses A bus is simply a circuit that connects one part of the motherboard to another. The more data a bus can handle at one time, the faster it allows information to travel.

35 68K Computer

36 ATmega644 Low-power CMOS 8-bit microcontroller Based on the AVR enhanced RISC architecture Throughputs approaching 1 MIPS per MHz Optimize power consumption versus processing speed.

37 Harvard Architecture

38 Block Diagram

39 Digital Game Design Challenge Continuum our primary problem is that we have little theory on which to base our efforts. We don t really know what a game is, or why people play games, or what makes a great game..we need to establish our principals of aesthetics, a framework for criticism, and a model for development We computer game designers must put our shoulders together so that our successors may stand on top of them - Crawford, Chris; 1982 The Art of Computer Game Design

40 Reading Inspires

41 Emotional Design

42

43 Magic Circle Genres Single player entered via choosing to play Multiplayer Game agreed convention Scoring a Goal Kicking a ball into the NET The Magic Circle The Real World PES / FIFA vs Real World

44 Maslow's hierarchy of needs By User:Factoryjoe (Mazlow's Hierarchy of Needs.svg) [CC-BY-SA-3.0 ( via Wikimedia Commons

45 Mental State vs Challenge proposed by Mihály Csíkszentmihályi

46 Dissect a Frog or dismantle a Chopper

47 PAC-MAN Namco Bandai Games Inc

48 Map

49 Life Cycle Game Loop Fixed Update Awake Start Update Awake Initialization (Shared) Start() Called Once Update() Every Frame FixedUpdate() Consistent (Physics)

50 Consider the User Feedback Mood (Music) Achievement Pace Balance Internal Economy Victory Loss

51 Harmony Architecture + Environment Design Character Design Animation Music SFX Challenge Placement

52 Technology Research Scene Graph/Culling Optimisations Front End Game Specific Sub-systems Skeletal Animation Visual Effects Online Multiplayer Rendering Profiling Debugging Collision & Physics Resources Core Systems Platform Independence Layer 3 rd Party SDK s Operating System Drivers Hardware (PC, Xbox, PlayStation) Gameplay Audio Human Interface Design

53 Ongoing Work

54 Toolchain Setup

55 Feeling of Power

56 Assembly Kits

57 Schematic

58 ATmega644 Pinouts

59 59 Programming Firmware

60 StarterKit.h extern void gameloop(void); extern void setledon(void); extern void setledoff(void); extern void delay(void); extern void sample(void); extern void startgame(void); extern int gethealth(int, int); extern int getscore(int, int);

61 StarterKitEngine.s ;**************************** ; Turns on onboard LED PD4 ;****************************.global setledon.section.text.setledon setledon: SBI _SFR_IO_ADDR(PORTD),PD4 RET

62 StarterKit.c int main() { init(); // Initialise Game } while (1) { } setledon();

63 StarterKit.c void drawrectangle(int x, int y, int width, int height, char c) { if (x < SCREEN_TILES_H && y < SCREEN_TILES_V) { } } for (int i = 0; i < width; i++) { if (x + i < SCREEN_TILES_H && y < SCREEN_TILES_V) { PrintChar(x + i, y, c); } if (y + height - 1 < SCREEN_TILES_V) { PrintChar(x + i, y + height - 1, c); } } for (int i = 1; i < height; i++) { PrintChar(x, y + i, c); PrintChar(x + width - 1, y + i, c); }

64 StarterKitEngine.s ;**************************** ; Update the Score ;****************************.global getscore.section.text.getscore getscore: ADD R24,R22 CLRR25 RET

65 World s first virtual reality cinema Amsterdam

66

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