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<p><font face="serif">While I got the shaders and VBO example
compiling under SDL on Ubuntu - it is still not running
correctly with MANY segfaults -- so it is not ready for prime
time yet. I don't want to lose valuable classtime, and my
calendar shows that we need to really get started on the group
project.<br>
</font></p>
<p><font face="serif">So - let's make some progress on the group
project this week. Since you complete the pendulum proof of
concept, you have enough tools in your toolbag to start working
on the proof of concept for the groups project. Here is what I
am proposing for our in class. <br>
</font></p>
<p><font face="serif">This is a group effort, so you need to work in
small teams of 2/3<br>
</font></p>
<p><font face="serif">1. Create a branch called projectile_physics
and two of you take the python code that I gave you and convert
it to C code -- verify it works using the models that we built
in class on Friday. I highly recommend doing the calculations
using double precision variables. This should not take too
long, once these two folks, are done, start helping out with
part 2.<br>
</font></p>
<p><font face="serif">2. Let's start off really small and keep the
gun and the target in the same scene -- like a first person
shooter game. The rest of the class should work on this
together<br>
</font></p>
<ul>
<li><font face="serif"> Start the process of building the 3D scene
using your Pendulum proof of concept as the starting point.
Create a branch called "scene_init" and start your work
there. To start out just draw the gun using a GLU Quadric
cylinder and the target as another GLU Quadric cylinder (one
can be tall and skinny, one can be short and fat).</font></li>
<li><font face="serif"> Then start the process of figuring out how
you are going to show the projectile. For now I would
recommend a small GLU quadric sphere.</font></li>
<li><font face="serif">Somebody will have to think about the
camera position, field of view, etc.</font></li>
<li><font face="serif">Use ANVIL heavily -- each of you can create
a branch off of scene, and once you have your piece working
you can merge with scene.<br>
</font></li>
</ul>
<p><font face="serif">3. The projectile_physics branch needs to be
merged into the scene branch by your repo master</font></p>
<p><font face="serif">4. On the scene branch with the now merged
projectile_physics, you all need to work on how to tie the
motion of the "sphere" to the physics and see if you can fire
your cannon and get it to hit the target. We will work on some
simple collision detection once you get this far.<br>
</font></p>
<p><font face="serif">Once we have this much "working" we will be in
a much better position to plan out the rest of the game. </font><br>
</p>
<p>This is a group effort -- so all hands on deck this week!<br>
</p>
<pre class="moz-signature" cols="72">--
Andrew J. Pounds, Ph.D. (<a class="moz-txt-link-abbreviated" href="mailto:pounds_aj@mercer.edu">pounds_aj@mercer.edu</a>)
Professor of Chemistry and Computer Science
Director of the Computational Science Program
Mercer University, Macon, GA 31207 (478) 301-5627
</pre>
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