Report Example
Report Example
Distant fog
Particle systems for splashes of water around the MarioBoat and reflections in the Boat.
Collision Detection of Kart with buildings on land, and Boat with side of waterfall.
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1. Procedural terrain For procedural terrain we implemented the hardware tessellation algo-
rithm described at this web-site http://www.gamedev.net/topic/531164-d3d11-hw-tessellation-for-te
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We implemented this algorithm as follows: ...
3. Waterfall appearance...
4. Geomorphing: ...
What we did not implement: We thought we would have more characters (Peach, Luigi, Baby
Mario, Yoshi, etc.) but we ran out of time.
What you learned:
What was the best thing(s) you learned? Bringing the Mario interactions into WOW was a lot
of fun. We learned a lot about terrains, particle systems, photorealistic rendering, collision
detection and physically-based car animation.
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What were the gotchas? It was harder than we thought to make the classic Mario appearance
fit into the WOW aesthetic, so it looks a bit like we photoshopped Mario into the frame, rather
than having him be more seamless.
Effort.
Both developers worked on it 24/7 for 5 weeks.
The first week we planned the whole game and split components.
The second week Chris worked on the design of the world, and Shigeru focused on designing
Marios motion, collision detection. We first developed independently, but in the last 3 weeks we
worked together.
Yes, we want the same grade.
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Figure 1: Mario near the bridge.
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Figure 2: Characters