After we received the computers from Severn's IT staff, we began work on the actual code needed to run our project. We started out by outlining the structure of our code, with various class hierarchies such as the main class, objects, and shaders. Robby began research and work on implementing OpenGl to draw a basic rectangle. Due to the intricacies of this API, a seemingly simple task such as drawing a rectangle is actually very complex and is a needed first step in our greater rendering goals. Ben began research on Perlin noise and and how to form a realistic, randomized terrain. He also set up the structure of the necessary classes for terrain generation. Sam has aided in the code layout and is working with both Ben and Robby to further develop the class hierarchies. Sam's part is semi-dependent on rendering and will therefore become more advanced in the coming weeks. Some challenges that we encountered were correctly setting up Floobits so we could collaborate. Because Floobits is a third-party software, it required some additional work to ensure constant uniformity. In the coming weeks we plan to further develop rendering and have the necessary classes written for terrain generation. We also plan to make rendering and terrain generation more interconnected so that a given area is rendered to our specifications. Thanks and happy coding!
1 Comment
mary ellen carsley
8/1/2019 12:46:46 pm
An interesting cast of characters watching your progress...keep up the good work!
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AuthorThese blogs are written by the Fellows: Ben Berlin, Sam Bruce, and Robert Dubinski. We are a group of seniors at Severn School in Severna Park, MD, who are highly interested in programming and game design. After completing AP Computer Science A, we wanted to delve deeper into the world of computer science and we are very fortunate to have been granted this opportunity by the Van Eney Severn Fellows Program. Archives
May 2020
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