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This was a project made for an intro to computer graphics course (CSE 167) as a final project. The team consists of Alex Hawker, Jeffrey Johnson, and Michael LaPlante. A special thanks goes out to Benjamin Breidenthal for his awesome job on the soundtrack. Visual assets were made by us and sound effects were taken from freesound.org. 

CSE 167 Fistbump is a space sim created using C++ and OpenGL. The engine and gameplay were made from scratch in 3 weeks. Technology used includes GLFW for window management, SOIL for image loading, FMOD for sounds, GLEW for extensions, GLM for math, and Assimp for object loading. 

Major Features by team member:
Alex Hawker: Physically Based Rendering, Environment Map, Normal Mapping, Skeletal Animation, HDR & Bloom, Particle Trails, Object Loading, Cruiser & Pilot Models
Jeffrey Johnson: Deferred Rendering, Shadow Mapping, Lights & Material Loading, Scene Graph, Cockpit & Interceptor Models
Michael LaPlante: Input API, GPU Accelerated Particles, Boid Swarms, Sound, Collision Detection, Flight System, Gameplay, Skybox

Original development blogs for 3 week class project:
*Subsequent blogs are a continuation of development outside of class*



DEVELOPMENT FEED
Start
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Physically based rendering is implemented
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Sphere lights
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DEMO: PBR and Sphere Lights
Physically based rendering
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Input system with joystick support is finished
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Improved Physically based rendering
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Normal Mapping
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HDR, Tonemapping, and Precomputed Environment Maps
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3D animation
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GPU accelerated particles
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DEMO: New PBR, Animation, Reflections, Post Processing, and 10 Million Particles
Progress
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Deferred Rendering
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Boid Swarms and Object Avoidance
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DEMO: Deferred Rendering and Boid Swarms
Deferred rendering and Boids
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Particle Trails
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Collision Detection
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Shadow Mapping
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DEMO: Particle Trails, Shadow Mapping, Directional Light, and new assets!
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Sounds using FMOD
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Flight system
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DEMO: Movement and Roaming Swarms
Basic ship movement
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Afterburner, Aim down sights, and Capital ship
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DEMO: Capital ship and LOTS of boids
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HDR Bloom and Auto-Exposure
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Shooting Mechanics
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Final Touches
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DEMO: Basically Finished
Finished