Deserted Island Jared Hoberock Dan Kelly Neil Sawford
Deserted Island Jared Hoberock Dan Kelly Neil Sawford Ben Tietgen
Background MUSIC + GAMES = YOU LIKE IT
Goals & Objectives • Premise & Game Environment – Player stranded on island – Third person camera – Graphically intensive
Goals & Objectives • Audio Recognition – Offline processing generates terrain – Realtime processing influences game events
Goals & Objectives • Graphics – Third-person camera style with an interface similar to “Super Mario 64” – High-End graphics features • Water Effects • Continuous level of detail • Particle Effects • Etc.
Overall Approach Data Flow Game. Engine Audio Recognition Audio Decoding
System Components • Audio Decoder Audio Pipeline Digital Music Library Audio Decoder Game Engine
System Components • Audio Recognition
System Components • 3 D Game Engine – Commercial 3 D Game Engine
Performance/Constraints • Target System Requirements – Microsoft Windows 98/2000 – Intel Pentium III 500 MHz or greater – 128 MB RAM – Open. GL, Direct. X 8. 0 support – Digital Music Library
Implementation • Audio Decoder – Convert MARSYAS from a Linux to a Windows environment. – Extend MARSYAS to recognize mp 3 s. This can be done by analyzing the algorithms used by Free. Amp. • Terrain Generator – Modify existing terrain generators • Mid-Point Displacement • Fault-Line • Particle Deposition
Implementation • Music Recognition – Implement various music recognition algorithms with MARSYAS classes • 3 D Game Engine – “Torque” Engine
Cost/Resource Requirements • Financial – $100 for commercial game engine. • Time – 50 man hours per week once implementation begins in earnest
Alternative Solutions • Audio Decoder – Extend Winamp Plugin functionality • 3 D Game Engine – Various open source 3 D game engines
Testing Methods • Audio Recognition – Prototypes employ Open. GL for visualization • Terrain Generator – Unique song Unique terrain
Scheduling • Initial goals for Thanksgiving break – – Dan – Audio Decoder Jared – Audio Recognition Ben – Terrain Generation Neil – 3 D Game Engine modification • Implementation/Integration – Second Semester
Scheduling Objective Oct Nov Dec Jan Feb March April May Sound Decoder Terrain Generator Real-time Processor Torque Engine
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