当前位置:天才代写 > 作业代写,留学生作业代写-北美、澳洲、英国等靠谱代写 > CSC8506工程游戏代写 project代写 AI代写 physics代写

CSC8506工程游戏代写 project代写 AI代写 physics代写

2021-05-10 16:59 星期一 所属: 作业代写,留学生作业代写-北美、澳洲、英国等靠谱代写 浏览:677

CSC8506工程游戏代写

Coursework Specification

CSC8506工程游戏代写 The challenge is to develop a game across multiple platforms (PC and PS4). The content may vary between the PC and PS4 builds of your game

CSC8506 ­ Engineering Gaming Solutions within a Team

Team Project ­ Code

Due 16:30:00, Friday, 29 Mar 2019

Maximum mark is 60

CSC8506 Team project CSC8506工程游戏代写

The challenge is to develop a game across multiple platforms (PC and PS4). The content may vary between the PC and PS4 builds of your game to suit the hardware capabilities, but the central game engine must be shared across both platforms.

The central gameplay mechanic is to bring together as many objects or characters in the game in order to take over the world. Any environment object and/or non­ player character that the player touches will join your team. The player controls an avatar (which may be as simple as a ball), as it roams the world, picking up extra forces as it goes. As the group gets bigger, it can tackle and take­over larger and larger objects or groups of characters.

The goal could be to take over all the elements in the game world, or to reach an endpoint with the maximum score (ie amount of environment that has been assimilated), or be the largest player at the end of a session.CSC8506工程游戏代写

Some gameplay hazards present the player with obstacles. This could be AI­ controlled opponents or other challenges. Power­ups can be available in the level which should have impressive effects on gameplay and visuals.

Ideally the game should be multiplayer. This can be split­screen on a single machine (especially PS4), and/or fully online across multiple PCs.

CSC8506工程游戏代写
CSC8506工程游戏代写

Features CSC8506工程游戏代写

The project description is purposefully lightweight so that, as a team, you can focus on the areas which most interest you – gameplay, lighting, physics, AI, particles, multiplayer, etc.

There are quite a few different ways the specification could be interpreted. For inspiration, a couple of commercial examples are Katamari Damarcy (where elements of the world are rolled up into a bigger and bigger ball), or Crowd City (where characters in the world join an increasingly large swarm of people).

The design is also purposefully abstract; there is no need to take complex art models from Turbosquid or Blender (no marks are assigned for art content).

The game must feature:

A high number of objects and/or characters (this is a technical challenge to maintain a good framerate)

In game HUDCSC8506工程游戏代写

Debug mode must show framerate, timing costs of features in milliseconds, memory footprint, physics box frameworks.

The game must pass the Technical Requirements Checklist (see below).

Some optional ideas, but feel free to think of your own (note these ideas are not evenly weighted in terms of marks awarded, as some are much easier to implement than others):

AI controlled opponents CSC8506工程游戏代写

Multiple levels or a large scale world. Audio effects.

Multiplayer. At least four online players on PC build (one player per PC) At least two players on PS4 build (split­screen on single PS4).

Android device acting as second screen for the PC build. PS VITA integration or cross­platform version of game.

Further notes:

The basis for the game code should be the NCL framework you used for previous coursework.CSC8506工程游戏代写

MIddleware can be incorporated into your build, but not engines (i.e. you can’t use Unreal Engine or Unity 3D as the basis of the technology). If you choose to use any middleware you need to check the agreement for its use. You must use source control (Git ­ https://git­scm.com/ ) and continuous integration (Jenkins https://jenkins.io/ )

It is recommended that you also use Slack (https://slack.com/ ) to aid team communication.

This is not an exercise in game design, so don’t worry too much about making a perfectly balanced game loop. Concentrate on the technical aspects and on bringing all the elements together as a coherent package.

Timetable CSC8506工程游戏代写

Project is due on 29th March.

Final build demonstrated and discussed with Gary and Graham in the games lab during the afternoon of Friday 29th March.

Every Friday, there are a set of milestones to be demonstrated and discussed with Gary in the lab. Note all demonstrations are based on the build on the server – all functionality must be incorporated in the main build. A playable game is required throughout. These milestones are:

Week 1 (Friday 1st February 1:00pm)CSC8506工程游戏代写

Fast prototypes assessed and game design agreed

Roles and responsibilities for each team member defined. Source control and continuous integration in place Middlewares identified.

Week 2 (Friday 8th February 1:00pm)

Functional prototype of core gameplay in playable form

Each code module interface implemented (many with empty or placeholder functionality).

Cross platform framework in place, compiled and running on PC and PS4.

Week 3 (Friday 15th February 1:00pm)CSC8506工程游戏代写

Demonstrate how each code module has been fleshed out, and is utilised cleanly through its interface.

Week 4 (Friday 22nd February 1:00pm)

All middlewares integrated with demonstration of functionality.

Week 5 (Friday 1st March 1:00pm) Team defined milestones.

Week 6 (Friday 8th March 1:00pm) Team defined milestones.

Week 7 (Friday 15th March 1:00pm)CSC8506工程游戏代写

Alpha deadline – all major functionality in place.

Week 8 (Friday 22nd March 1:00pm)

Beta deadline – all functionality complete, ready for bug­fixing, TRC testing, and polish

Any further features need full risk assessment at this meeting.

Week 9 (Friday 29th March 1:00pm) Gold build CSC8506工程游戏代写

The project should be developed as a team during normal working hours (i.e. more or less 9am to 5pm). Agree core hours (at least 4 continuous hours) when whole team is present every day.

Hold a brief daily stand­up meeting to agree what the next tasks are, and identify issues. Inform Gary of the time of the daily meeting so that he can attend as an observer.

Marks CSC8506工程游戏代写

60 for technical contribution and code quality

Technical contribution to codebase on significant features

Integration of features into the codebase to be demonstrated (i.e. how they are interfaced).

40 for contribution to content quality

The quality and complexity of the features implemented (are features complete to a professional level to be releasable in a commercial game). Integration into the overall design of the game.

50 for teamwork and project planning CSC8506工程游戏代写

Teamwork is monitored throughout the project including the weekly milestone discussion and contribution matrix document.

Overall (out of 150)

A “first class” mark will be awarded if the individual’s contribution has been on significant identifiable sections of the code base, and the work has been carried out in a manner conducive to team working and commercial practice.

Deliverables CSC8506工程游戏代写

Demonstrate the game on one lab PC and PS4 to Gary and Graham. Highlight the technical achievements and challenges. Show that it meets the TRCs.

Source code, with suitable comments submitted via NESS

Videos of game submitted to NESS in a document with Youtube links Team contribution matrix, using the template provided by Gary.

Weekly matrix emailed to Gary (one per team)

Final matrix for entire project submitted to NESS (one per team)

Team Project Technical Requirements Checklist

In order to pass the Team Project, the following TRCs must be met

Framerate. Framerate on lab PC, in full­screen, must be at least 40fps. Framerate on PS4 must be at least 20fps.

No debug info visible. In default mode, no debugging information should appear on screen – inclusion of a mode which displays debug info is required (e.g. via a key combination), but the default mode should only show what the player would see. Also no debug info should be printed to the console window.

Pause button. It must be possible to pause, and resume, the game if in single player or split­screen mode. In pause mode any audio must be muted. An on­screen message should show that the game is paused. A “quit game” option should also appear on the pause screen.CSC8506工程游戏代写

Loading screens. The screen should not be blank for more than 0.5 seconds. If required use a loading screen. The screen should never be completely static for more than 0.5 seconds (use an animated icon to show loading is taking place or the game is paused and the game has not crashed). Exit the game cleanly. Quitting the game, or closing the window, should not cause it to hang, or leave anything running in the background.

Learning Outcomes CSC8506工程游戏代写

Gain skills required to work effectively within a team of software engineers. Become familiar with commercial practices for governing collaborative code development.

Gain experience of working in groups under time and resource constraints. Gain commercially relevant skills related to effective project completion

Last updated 03 Jan 2019 12:51:08

Submit this exercise

2019/3/13电子学习支持系统-作业规范
https://ness.ncl.ac.uk/auth/info/showex.php?instid=1&year=2018&llevel=1&exid=71675&did=46275&depid=16&mode=7&iid=140&menu=27 1/4
课程规范
CSC8506内的工程游戏解决方案 CSC8506工程游戏代写
团队
团队项目代码截止日期为2019年3月29日星期五16:30:00
最高分数为60
CSC8506团队项目
挑战是要开发跨多个平台(PC和PS4)的游戏。这
内容可能会在PC和PS4的游戏版本之间发生变化,以适应
硬件功能,但必须在两者之间共享中央游戏引擎
平台。
中央游戏机制是将许多对象或角色组合在一起
在游戏中接管世界。玩家接触的任何环境对象和/或非玩家角色将加入您的团队。玩家控制
一个化身(可能像一个球一样简单),漫游世界,捡起
可以承受额外的力量。随着集团规模的扩大,它可以解决并接管更大的规模
以及较大的对象或字符组。
目标可以取代游戏世界中的所有元素,也可以超越
具有最大得分(即已达到的环境量)的端点
或成为会话结束后最大的玩家。
某些游戏风险会给玩家带来障碍。这可能是AI控制的对手或其他挑战。可以在该级别上电
应该会对游戏玩法和视觉效果产生令人印象深刻的影响。
理想情况下,游戏应为多人游戏。可以在单个屏幕上分屏显示
机器(尤其是PS4),和/或跨多台PC完全在线。
特征
项目描述是有目的的,因此您可以以团队为单位进行轻量级的操作
专注于您最感兴趣的领域-游戏,照明,物理,人工智能,
粒子,多人游戏等 CSC8506工程游戏代写
有很多不同的规格可以解释。为了
灵感,例如Katamari Damarcy(其中
将世界上的各个要素汇总成一个更大和更大的球)或人群城市
(世界上越来越多的人涌入其中的角色)。
设计也是有目的的摘要;不需要采取复杂的技术
来自Turbosquid或Blender的模型(没有为艺术内容分配标记)。
2019/3/13电子学习支持系统-作业规范
https://ness.ncl.ac.uk/auth/info/showex.php?instid=1&year=2018&llevel=1&exid=71675&did=46275&depid=16&mode=7&iid=140&menu=27 2/4
游戏必须具备以下特点:
大量的对象和/或字符(这是对用户的技术挑战)
保持良好的帧率)
在游戏中HUD
调试模式必须显示帧速率,功能的计时成本(以毫秒为单位),
内存占用,物理箱框架。
游戏必须通过技术要求检查表(见下文)。
一些可选的想法,但您可以随意考虑(请注意,这些想法不是
授予的商标权平均加权,因为有些商标要容易得多
实施)
人工智能控制的对手
多个级别或一个大型世界。
音频效果。
多人游戏。在PC构建上至少有四个在线玩家(每台PC一名玩家)
至少有两个玩家在PS4上构建(分屏在单个PS4上)。
Android设备充当PC构建的第二个屏幕。
PS VITA集成或跨平台版本的游戏。CSC8506工程游戏代写
进一步说明:
游戏代码的基础应为您用于NCL的框架
以前的课程
可以将MIddleware集成到您的构建中,但不能将其集成到引擎中(即您
不能使用虚幻引擎或Unity 3D作为技术基础)。如果你
选择使用所需的任何中间件以检查其使用协议。
您必须使用源代码控制(Git https://gitscm.com/)并连续进行
集成(Jenkins https://jenkins.io/)
建议您也使用Slack(https://slack.com/)帮助团队
沟通。
这不是游戏设计中的一项练习,因此不必担心太多
完美平衡游戏循环。专注于技术方面
并将所有元素作为一个整体打包在一起。
时间表
该项目将于3月29日到期。
在游戏中与加里(Gary)和格雷厄姆(Graham)演示并讨论了最终版本
3月29日星期五下午的实验室。CSC8506工程游戏代写
每个星期五都有一组示范和讨论的里程碑
与实验室中的加里(Gary)合作。注意所有演示均基于
服务器-必须将所有功能集成在主版本中。可玩的
游戏始终是必需的。这些里程碑是:
第1周(2月1日(星期五)下午1:00)
同意评估快速原型和游戏设计
定义每个团队成员的角色和职责。
源代码控制和就地连续集成
已识别中间件
第2周(2月8日(星期五)1:00 pm)
可玩形式的核心游戏功能原型
每个代码模块接口均已实现(许多为空或
占位符功能)。
2019/3/13电子学习支持系统-作业规范
https://ness.ncl.ac.uk/auth/info/showex.php?instid=1&year=2018&llevel=1&exid=71675&did=46275&depid=16&mode=7&iid=140&menu=27 3/4
跨平台框架可在PC上就地编译和运行
和PS4。
第3周(2月15日星期五)
演示如何完成和编写每个代码模块
通过其界面干净利落地使用。
第4周(2月22日(星期五)下午1:00)CSC8506工程游戏代写
所有中间件都集成了功能演示。
第5周(3月1日(星期五)1:00 pm)
团队定义的里程碑
第6周(3月8日(星期五)1:00 pm)
团队定义的里程碑
第7周(3月15日星期五)
Alpha截止日期-所有主要功能就位。
第8周(3月22日星期五)
Beta截止日期-所有功能均已完成,已准备好进行错误修复和TRC
测试和抛光
在此会议上需要进一步评估其所有功能。
第9周(3月29日星期五)
黄金打造
该项目应在正常工作时间(即
或从上午9点到下午5点)。同意核心小时数(至少连续4小时)
每天都有团队在场。
举行简短的每日站立会议以商定接下来的任务是什么,以及
找出问题通知盖瑞每日会议的时间,以便他可以
以观察员身份参加。CSC8506工程游戏代写
分数
60为技术贡献和代码质量
对代码库的重要功能的技术贡献
将功能集成到代码库中以进行演示(即如何
它们是接口的)。
40对内容质量的贡献
实现的功能的质量和复杂度是
达到专业水平以在商业游戏中可发布)。CSC8506工程游戏代写
集成到游戏的整体设计中
50个团队合作和项目规划
在整个项目中(包括每周一次)对团队合作进行监控
里程碑讨论和贡献矩阵文档。
整体(150分中)
如果获得个人贡献,将被授予“一流”标志
代码基础上的重要可识别部分,并进行了工作
有利于团队工作和商业惯例。
可交付成果
向加里(Gary)和格雷厄姆(Graham)演示在一台PC和PS4上的游戏。强调
技术成就和挑战。显示符合TRC。
通过NESS提交带有适当注释的源代码
带有Youtube链接的文档中的游戏视频已提交给NESS
团队贡献矩阵,使用加里(Gary)提供的模板。
2019/3/13电子学习支持系统-作业规范
https://ness.ncl.ac.uk/auth/info/showex.php?instid=1&year=2018&llevel=1&exid=71675&did=46275&depid=16&mode=7&iid=140&menu=27 4/4
每周通过电子邮件发送给加里(每个团队一个)
提交给NESS的整个项目的最终矩阵(每个团队一个)
团队项目技术要求清单
为了通过团队项目,必须满足以下TRC的要求
帧率。实验室PC上的帧速率必须全屏至少为40fps。CSC8506工程游戏代写
PS4上的帧率必须至少为20fps。
没有调试信息可见。在默认模式下,不应调试信息
出现在屏幕上-包括一种显示调试信息的模式
(例如,通过组合键),但默认模式仅应显示
玩家将会看到。另外,不应将任何调试信息打印到控制台上
窗户。
暂停按钮。如果在游戏中,则必须暂停,恢复游戏
单人游戏或分屏模式。在暂停模式下,任何音频都必须静音。
屏幕消息应显示游戏已暂停。一个“退出游戏”
选项也应出现在暂停屏幕上。
载入画面。屏幕不应超过0.5
秒。如果需要,请使用加载屏幕。屏幕永远不应该
完全静态超过0.5秒(使用动画图标显示)
正在加载或暂停游戏,但未崩溃游戏)。CSC8506工程游戏代写
干净地退出游戏。退出游戏或关闭窗口
不会导致在后台运行或挂起任何东西。
学习成果
获得在一个软件工程师团队内有效工作所需的技能。
熟悉用于协作代码的商业惯例
发展。
在时间和资源约束下获得小组工作的经验。
获得与有效项目完成相关的商业相关技能
上次更新时间2019年1月3日12:51:08
提交本练习

CSC8506工程游戏代写
CSC8506工程游戏代写

其他代写:algorithm代写 analysis代写 app代写 essay代写 assembly代写 Haskell代写 homework代写 java代写 数学代写 考试助攻 web代写 program代写 cs作业代写 source code代写 finance代写 Exercise代写 function代写

合作平台:essay代写 论文代写 写手招聘 英国留学生代写

 

天才代写-代写联系方式