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MATERIAL ENCAPSULATION

Controls: Esc - To quit game

Arrow Keys to give move direction to the sphere

WASD to change the rotation-axis of the cube

Move the camera

OU(Z-axis)

IK(Y-axis)

JL(X-axis)

Rotate the camera

YR(Z-axis)

TG(Y-axis)

FH(X-axis)

C/V to traverse cameras in the camera vector

 

Below is my human readable material file for a brown bear-shaped gameobject.

The highlighted line is the constant data struct representing g_color.

In the above screen shot you can see two bears colored differently using materials.

I have made the gameobject loading binary and everything gets loaded through it. As far as I think, my game is now completely data driven. I have started working on making a snake out of the sphere by sharing mesh pointer. I have not yet finished it.

For this project, we made a material file and loaded effects through it. I have reduced both material and effect binding to minimum required. Below is my sorting code.

I also did the optional requirement and made shaders completely platform independent. Below is my std_vertex.txtshader and my std_fragment.txtshader

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