Practice Kinematics with The Firing Solution IMGD 4000

 
The Firing Solution
 
IMGD 4000
 
Due: 
April 21
st
, 11:59pm
 
Overview
 
Goal: Practice coding simple kinematics-based
behavior using vectors in UE4
Make simple demonstration of cannon hitting
target
Cannon speed fixed
Target moveable
Cannon vector automatic to hit
Extend – game or dodge behavior
Done 
solo
 
2
 
Details
 
Can be 2d or 3d
Objects
Simple cylinder (rectangle) for
cannon
Sphere (circle) for the
projectile
Cube (square) for target
All on a plane (line)
Simple interface
e.g., arrow keys to move
target
e.g., key press to fire cannon
 
Show movement of
projectile in parabola
Challenge: 
Angle of cannon
should automatically adjust
so that projectile hits target
Uses minimum time
Indicate if target is out of
range
Extension
“Dodge” – a 2
nd
 cannon for
player, AI computes and
moves
“Game” – game of your
cration
 
 
3
 
Hints
 
Start from one of:
Paper 2D Tutorial
First Person Shooter Tutorial
Blueprints or C++
“Suggest Projectile Velocity”
… tempting, but wrong
See physics lecture notes
See 
Millington 3.5.3
 
4
 
Submission
 
Executable (online, with URL)
Code (.cpp, .h, screenshots of blueprints)
 
 Instruct Assist
 
Schedule demo
15 Minutes
Show project working
Answer questions about code
 
Grading
 
Movable target
  
15%
Visible cannon
   
5%
Physics projectile
  
10%
Out of range indication
 
10%
Visible parabolic path
 
10%
Hitting target
   
40%
Extension
   
10%
 
 
6
 
Rubric
 
100-90
. The submission clearly meets requirements. The cannon and target are all clearly visible.
The target is easily controllable via mouse our keyboard. The cannon adjusts its firing vector to hit
the target. The player can fire a projectile and the arc is readily visible as it moves to the target. Out
of range targets are clearly indicated on the screen. The functionality is wrapped into a game or
"dodge" is implemented that is demonstrable and robust.
89-80
. 
The submission meets requirements. The cannon and target are all visible. The target is
controllable via mouse our keyboard. The cannon adjusts its firing vector to hit the target. The
player can fire a projectile and the arc is visible as move to the target. Out of range targets are
undated on the screen. The functionality may be wrapped into a game-like environment or some
aspect of "dodge" is implemented that is demonstrable and robust.
79-70
. 
The submission barely meets requirements. The cannon and target are there but may not
always be clearly visible. The target is controllable, but not easily. The cannon adjusts its firing
vector to hit the target, but maybe not visibly. The player can fire a projectile but the projectile path
is not clear. Out of range targets may not be indicated on the screen. There are no other game
elements or dodge behavior implemented.
69-60
. 
The project fails to meet some requirements. The cannon and target may not always be
clearly visible. The target is not easily controllable. The cannon may not adjust its firing vector to hit
the target. The player can fire a projectile but the projectile path is not clear. Out of range targets
are not clearly indicated on the screen. The program may occasionally crash. There are no other
game elements or dodge behavior implemented.
59-0
. 
The project does not meet requirements. The cannon and target is not clearly visible. The
target is not controllable. The cannon does not adjust its firing vector to hit the target. The player
may fire a projectile but the projectile path is not clear. Out of range targets are not indicated on
the screen. The program often crashes. There are no other game elements or dodge behavior
implemented.
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Practice coding kinematics-based behavior using vectors in UE4 with The Firing Solution IMGD 4000 project. Create a simple cannon game where the cannon automatically adjusts to hit a moveable target. Extend the game with dodging behavior or add a second cannon for a player versus AI challenge. Submit your executable and code for grading while demonstrating the project's functionality.

  • Kinematics
  • Vector Coding
  • UE4
  • Cannon Game
  • Game Development

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  1. The Firing Solution IMGD 4000 Due: April 21st, 11:59pm

  2. Overview Goal: Practice coding simple kinematics-based behavior using vectors in UE4 Make simple demonstration of cannon hitting target Cannon speed fixed Target moveable Cannon vector automatic to hit Extend game or dodge behavior Done solo 2

  3. Details Can be 2d or 3d Objects Simple cylinder (rectangle) for cannon Sphere (circle) for the projectile Cube (square) for target All on a plane (line) Simple interface e.g., arrow keys to move target e.g., key press to fire cannon Show movement of projectile in parabola Challenge: Angle of cannon should automatically adjust so that projectile hits target Uses minimum time Indicate if target is out of range Extension Dodge a 2nd cannon for player, AI computes and moves Game game of your cration 3

  4. Hints Start from one of: Paper 2D Tutorial First Person Shooter Tutorial Blueprints or C++ Suggest Projectile Velocity tempting, but wrong See physics lecture notes See Millington 3.5.3 4

  5. Submission Executable (online, with URL) Code (.cpp, .h, screenshots of blueprints) Instruct Assist Schedule demo 15 Minutes Show project working Answer questions about code

  6. Grading Movable target Visible cannon Physics projectile Out of range indication 10% Visible parabolic path Hitting target Extension 15% 5% 10% 10% 40% 10% 6

  7. Rubric 100-90. The submission clearly meets requirements. The cannon and target are all clearly visible. The target is easily controllable via mouse our keyboard. The cannon adjusts its firing vector to hit the target. The player can fire a projectile and the arc is readily visible as it moves to the target. Out of range targets are clearly indicated on the screen. The functionality is wrapped into a game or "dodge" is implemented that is demonstrable and robust. 89-80. The submission meets requirements. The cannon and target are all visible. The target is controllable via mouse our keyboard. The cannon adjusts its firing vector to hit the target. The player can fire a projectile and the arc is visible as move to the target. Out of range targets are undated on the screen. The functionality may be wrapped into a game-like environment or some aspect of "dodge" is implemented that is demonstrable and robust. 79-70. The submission barely meets requirements. The cannon and target are there but may not always be clearly visible. The target is controllable, but not easily. The cannon adjusts its firing vector to hit the target, but maybe not visibly. The player can fire a projectile but the projectile path is not clear. Out of range targets may not be indicated on the screen. There are no other game elements or dodge behavior implemented. 69-60. The project fails to meet some requirements. The cannon and target may not always be clearly visible. The target is not easily controllable. The cannon may not adjust its firing vector to hit the target. The player can fire a projectile but the projectile path is not clear. Out of range targets are not clearly indicated on the screen. The program may occasionally crash. There are no other game elements or dodge behavior implemented. 59-0. The project does not meet requirements. The cannon and target is not clearly visible. The target is not controllable. The cannon does not adjust its firing vector to hit the target. The player may fire a projectile but the projectile path is not clear. Out of range targets are not indicated on the screen. The program often crashes. There are no other game elements or dodge behavior implemented.

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