Putt Forge
This was my third collaborative project (second working with Brodie Griggs) and was the first time I intensively used task organization software like Trello to ease development. This was also the first time I had done any kind of collision system in 3D and I learnt a lot about 3D collision methods.
Background
This project is probably one of my most balanced projects in terms of the graphics to physics programming intensity. I've written a sphere to mesh collision detection and response system as well as implemented depth of field post processing and cascaded shadow mapping. (All of which is covered in devlogs below). I had been wanting to make an application that had 3D physics for quite some time when I started this project, initially I was going to make a pool / snooker game for my semester three passion project. But we were given a game description to follow so I couldn't. So, this project basically quenched my thirst for 3D physics and Brodie was along for the ride.
The main reason I decided to choose a golf game over any other kind of physics-based games was because I had recently spent a lot of time in the game: Tower Unite, and the most prominent feature of this game is the crazy golf minigame. Not to mention, I have extensively played 'Golf with your Friends' and seen people play 'Golf It' and fancied the challenge.
The main reason I decided to choose a golf game over any other kind of physics-based games was because I had recently spent a lot of time in the game: Tower Unite, and the most prominent feature of this game is the crazy golf minigame. Not to mention, I have extensively played 'Golf with your Friends' and seen people play 'Golf It' and fancied the challenge.
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Language languageUsed = C++; std::string dateCreated = "02/07/19"; bool inDevelopment = false; Library librariesUsed[] = { OpenGL, GLFW, GLEW }; std::string credits[] = { "Fergus Griggs - Programming", "Brodie Griggs - Modelling" };
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