Shelf-Life

Details

Abstract

Shelf-Life is my project in '3D Graphics Programming', taken in the Fall of the 2009-2010 year at RIT. It's a game about a gnome who lives inside the refrigerator, and helps the refrigerator's owner by moving moldy food to the front and better food to the back. If he's unsuccessful in stopping food from going bad, it turns into a mold monster and tries to eat him. It was assembled by a team of four, including Kelley Piering, Heather Arbiter, and Joe Pietruch. I served as back end programmer, and was responsible for almost everything in the code aside from high level gameplay logic.

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Details

Shelf-Life is built against the Sven Framework, a package I've assembled for doing game development in DirectX10, and represents a continuation from Kobun, the framework I developed for Revenge of the Duzzles. Sven provided us:

  • Content Management
  • Game State Management
  • Grapics and Effects classes
  • Scene Management
  • Smooth Bind Skeletal Animation
  • Rigid Parent Bind Skeletal Animation
  • ...and much more
I wrote almost every class in the Sven Framework, which is the backend of Shelf-Life.

Sven supports animation export from Maya via FBX. One can either parent meshes to bones, and animate rigidly, or use a smooth bind to skin a mesh over a skeleton. Our gnome and our mold monsters use these techniques respectively. I actually did the animation for both myself. The smooth bind animation supports up to 4 bone influences per vertex, and the vertex animation transforms are calculated in the vertex shader on the graphics card.

All in all, Shelf-Life is a good project for this class, and actually a fair bit of fun to play.