emeyex.com - game programming

Welcome to the site of Max Aubrey Wagner, 3D Game and Simulations Programmer
main   projects   games   tutorials   about me  

Downloads

Download the project executable (.zip archive)
Requirements: PC/Windows, DirectX 9 Runtime, NVIDIA GeForce3-ti or equivalent ATI graphics card, supporting DirectX Vertex Shader version 1.1 and Pixel Shader version 1.1.

Download a movie (.wmv) showing off the IK

Description

The executable represents the culmination of the first three projects for my CS460 class. A brief overview of each project follows. All math, interpolation, model/animation export, and model/animation rendering code is original and written by the author (me! :). The D3DX utility library was used exclusively to allocate textures and for font/text rendering.

Inverse Kinematics

This project demonstrates the use of Inverse Kinematics in solving the problem of procedurally animating the end-effector of an articulated body toward a dynamically changing goal. Examples of 'end-effectors' for a humanoid body include the head, the right and left hands, and the right and left feet.

Spline Path Following and Speed Control

This project demonstrates the movement of an animated model along a path constructed by cubic interpolation of control points. In addition, speed control along the path is implemented using adaptive construction of an Arc Length to Spline Parameter table. Parabolic ease-in/ease-out is implemented using user-specified values from the application's control panel.

Control point generation is performed by unprojecting the screen position of the cursor when a Double-Click is registered, and then performing a ray-cast in world space with the actual terrain polygons. If an intersection with the ray and the terrain is found, a control point is added.

Articulated Model Animation

This project demonstrates skinned mesh animation, using an articulated mesh modeled and animated in 3dsMax 6 using Character Studio Biped (the exporter also supports regular 3dsMax Bones). This exported mesh is then rendered using DirectX vertex shaders, assembly language version 1.1.

Screen Shots

articulatedmodel screenshot 0 articulatedmodel screenshot 1 articulatedmodel screenshot 2 articulatedmodel screenshot 3


Website copyright (c) 2004-2005 Max Wagner, all rights reserved.
All project and game content copyright (c) 2005 DigiPen (USA) Corporation, all rights reserved.

Valid XHTML 1.1!