Add README
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@ -9,11 +9,11 @@ cd cs381
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git submodule update --init --recursive
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```
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Navigate to the `as4` directory, create a build directory, and run CMake to
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Navigate to the `as5` directory, create a build directory, and run CMake to
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generate the build files:
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```sh
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cd as4
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cd as5
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mkdir -p build
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cd build
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cmake ..
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@ -25,47 +25,44 @@ Compile the code using `make`:
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make
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```
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This should create an executable named `as4` in the `build` directory. You can
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This should create an executable named `as5` in the `build` directory. You can
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run the executable with the following command:
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```sh
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./as4
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./as5
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```
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# Instructions on how to use the program
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Hold W and S to accelerate the selected entity forward and backward. Use A and
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D to change heading direction. This allows you to steer the entity around the
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environment.
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If the selected entity is a penguin, hold W and S to accelerate it forward and
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backward. Use A and D to change heading direction.
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Use TAB to switch between entities. The currently selected entity will
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be drawn with a bounding box.
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When the eagle is selected, press Q and Z to change the pitch.
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Use TAB to switch between entities. The currently selected entity will be drawn
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with a bounding box.
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# Readme Question
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The entity selection system works by when TAB is pressed (key down only on one
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frame), the program increments the index of the currently selected entity.
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Selection wraps around to the first entity when it exceeds the number of
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entities in the game. Movement keys only apply to the selected entity, which is
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determined by the selected index. When drawing, the selected index is compared
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to the index of each entity, and if they match, a bounding box is drawn around
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the entity to indicate that it is selected.
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Having a bool stored per object to dictate whether or not to draw the bounding
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box could be storage inefficient as it requires an additional byte per object.
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This is less apparent when using a component-based architecture (although might
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not be the best solution), as the visibility component is only added to
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entities that need it (you can compose it down further by having a component
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specifically for bounding boxes). In the monolithic architecture, this would
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require every entity to have this. In the ad-hoc architecture, it is simply not
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scalable as it requires tracking multiple booleans and requires a lot of
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branching logic to determine which entities should have bounding boxes drawn.
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Both monolithic and ad-hoc approaches to entity management are fast to setup
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since they require the least amount of code/boilerplate to get something
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working. However, monolithic entities are easier to scale, since in ad-hoc, you
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have to write the entire state and behavior of the entity (its variables,
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methods, etc) for each entity that exists. Ad-hoc is faster to work with only
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when managing few entities with very different behavior.
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Calculating whether or not to draw the bounding box in the rendering system can
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be more efficient, especially in a monolithic architecture. This does not
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require additional storage per entity, and can be done by simply checking if
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the entity is the currently selected entity. This can however cause a lot of
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branching logic in the rendering system.
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For this particular assignment, the monolithic approach is more suitable since
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most of the entities share similar behavior (change velocity) and state
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(position, speed, heading). This however still became more difficult to manage
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when adding the eagle that had an additional pitch variable and flying
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behavior.
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Splitting bounding box drawing into a separate system can be more efficient in
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terms of computation and storage. However, it is harder to maintain, since if
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you want to modify how a bounded model is drawn, you would have to modify the
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draw calls in multiple places.
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# Extra Credit
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The eagle can move in 3D space with an additional DOF compared to the penguins.
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The camera follows the currently selected entity using similar.
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