FIT2096 Assignment 2 2019_v1.2.docx 9/04/2019 11:34 AM
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FIT2096 Assignment 2 2019
Transformations in 3D Space – Simple Agent Navigation (15%)
Due: Mid-semester break, Friday 26th April, 11:55 pm
Learning outcomes:
The learning outcomes covered in this assignment are:
- create code that demonstrates how vectors and matrices can be applied practically in game
programming for object movement; - create game programs that demonstrate an understanding of the programming game loop and
how to set it up; - create game programs that demonstrate an understanding of DirectX, including textures, and
displaying sprites; - create game programs that demonstrate an understanding of Direct 3D rendering, including
geometry, models, cameras, textures.
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Task
In this assignment you will use our basic game engine to create some simple Agents that can
navigate across a game level, using waypoint navigation.
Figure 1 Design of your Game Level
Game Level/Map
The game level will be made from a simple plane scaled to the required size with a suitable texture
applied. See Figure 1 Level Layout Design for an example of how your game level should be laid out.
Camera
The level should be appropriately displayed using a simple top-down view.
Simple Agents
You will create two simple Agents that spawn on one side of the level and navigate to the opposite
side. When the Goal Area is reached the Agent should be removed from the level.
Agents model
o Use the 3D Model provided
Waypoint Navigation
o Your agents must use a set of waypoints to navigate their way across the game level.
Each waypoint contains a location (x,y,z) in the game level. The agent should spawn
at the first waypoint, rotate to face the next waypoint and move to that waypoint.
When the agent reaches the waypoint it should rotate to face the next waypoint and
move to it. This should be repeated until the agent reaches the last waypoint where
it should be removed from the level.
o Waypoints will be hard coded and stored in an array
o You will have at least 2 paths your agents can navigate across the level
Spawn rate
o How often the Agent spawns
Speed, Size
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o You must have two different types of agents denoted by different colours.
o They should travel at different speeds.
o Each type of agent should have a different scale value with larger Agents moving
slower, while smaller agents moving faster.
Input/Control
Your application must implement the following controls:
‘s’– Start
o Starts the game
‘p’– Pause
o Pauses the game
‘r’– Reset
o Resets the game back to its initial state so it can be run again
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Marking Rubric
Program Functionality – 15%
N P C D HD
Does the game initialise and use Direct 3D
correctly? (5)
Is input handled correctly? (5)
Are all of the required assets (models and
textures) loaded correctly? (5)
Functionality – 55%
N P C D HD
Level
Is the game level/map loaded, scaled, textured
drawn correctly? (10)
The camera is set up correctly (10)
Agents
Is the agent movement (rotations and
translations) implemented correctly? (10)
Waypoints have been hard coded and stored
using an array (10)
There are at least 2 paths across the map (5)
The agents follow the waypoint paths
successfully (10)
Code Quality – 30%
N P C D HD
Is the code written in an efficient manner?
(including good memory management) (10)
Does the code exhibit good object-oriented
design? (10)
Is the readability and style of the code to a high
standard? Are appropriate comments
included throughout? (10)