KeyInternPaper MID2 ECS442 GameProgramming
KeyInternPaper MID2 ECS442 GameProgramming
(c) Recall “Collision processing can be split into two basic categories”?2M
Collision processing can be split into two basic categories: collision detection and collision response,
with the range of responses being application speci
[This question relates to CO2 Co2 Understand the Various Imaging and Visual effects Implementing
(L2)]
(d) Develop a Java Code for ” headTowardsTourist() rotates the sprite then attempts to move it forward”? 2M
[This question relates to Co3 Analyze the Isometric tile Games and 3D sprites Implement[L4]
Loading bricks information. • Initializing the bricks data structures. • Moving the bricks map. • Drawing the bricks.
• JumperSprite-related tasks. These are mostly various forms of collision detection between the sprite and the bricks
(OR)
3. (a) Model a Class diagram for “ AlienTiles”?6M
[This question relates to Co2 Understand the Various Imaging and Visual effectsSummarize [L2]
(b) Compare DirectX or OpenGL? 4M
[This question relates to CO2Understand the Various Imaging and Visual effects Summarize[L2]
Often, the debate about which version of Java 3D is better is a debate about the relative merits of DirectX Graphics
and OpenGL. In most technical areas, DirectX Graphics and OpenGL are almost equivalent since both are based on
the same graphics pipeline architecture and ideas flow between the two. The most significant differences between
the two APIs are unrelated to their functionality. OpenGL is ported to a wide range of platforms and OSs, and
DirectX is limited to PCs running Windows and the Xbox. DirectX is controlled by Microsoft alone, and the
OpenGL Architecture Review Board (ARB) allows input from many partners. The Direct X Graphics version of
Java 3D is only available for Windows, where some users report that it’s marginally faster than the OpenGL
implementation. However, I’ve never noticed any difference when I’ve tried both systems. The future seems
brightest for the OpenGL version, which is the main focus of the current “bug fix” release of Java 3D, Version
1.3.2. I’ll use the stable OpenGL version (1.3.1) in the rest of this book. It can be downloaded from
http://java.sun.com/ products/java-media/3D/, together with ample documentation and a long tutorial.