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Virtual PacMan

By Brett Jones. Virtual PacMan. Abstract.

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Virtual PacMan

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  1. By Brett Jones Virtual PacMan

  2. Abstract • The field of 3D computer graphics has been explored quite extensively, and comprises of three major parts: 3D modeling, animation, and 3D rendering. The first part, 3D modeling, refers to creating a 3D representation of an object. Animation, the second part, is moving the object through time. The final part, 3D rendering, is drawing the animated 3D model to the screen. The purpose of this project is to create a 3D, first-person version of the classic PacMan arcade game in order to learn more about the concepts of 3D graphics programming and rendering algorithms. The project will also include a basic AI to control the ghosts, and the 3D rendering will be left to the native Java3D renderer.

  3. Status • The program currently displays the MenuPanel of MenuFunction buttons, and on using the New Game button, the program enters fullscreen exclusive mode (FSEM), displaying a black background with a series of blue boxes. The scene has rotational animation working (but not translational), and the boxes form contiguous walls and have randomized colors. • The processing class has functionality for a KeyListener, and on pressing the Escape key, the program exits FSEM and returns to the main menu. The arrow keys control movement, and the P key pauses.

  4. More Status • Animation! • Physics class run method is capped at 75fps • Each animation is designed to take one second (75 frames) to perform, and is split up by the frames (i.e. one piece of the animation is rendered per frame)‏ • Run method keeps track of the current animation as well as the frame the animation started on • Prevents a single animation from running for more than 75 frames • Animation can be interrupted by commanding another animation

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