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Deserted Island Deserted Island Jared Hoberock Jared Hoberock Dan Kelly Dan Kelly Neil Sawford Neil Sawford Ben Tietgen Ben Tietgen

Deserted Island Jared Hoberock Dan Kelly Neil Sawford Ben Tietgen

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Goals & Objectives Premise & Game Environment Premise & Game Environment –Player stranded on island –Third person camera –Graphically intensive

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Page 1: Deserted Island Jared Hoberock Dan Kelly Neil Sawford Ben Tietgen

Deserted IslandDeserted Island

Jared HoberockJared HoberockDan KellyDan Kelly

Neil SawfordNeil SawfordBen TietgenBen Tietgen

Page 2: Deserted Island Jared Hoberock Dan Kelly Neil Sawford Ben Tietgen

BackgroundBackground

MUSIC + GAMES = MUSIC + GAMES = YOU LIKE ITYOU LIKE IT

Page 3: Deserted Island Jared Hoberock Dan Kelly Neil Sawford Ben Tietgen

Goals & ObjectivesGoals & Objectives

• Premise & Game Premise & Game EnvironmentEnvironment– Player stranded on Player stranded on

islandisland– Third person cameraThird person camera– Graphically intensiveGraphically intensive

Page 4: Deserted Island Jared Hoberock Dan Kelly Neil Sawford Ben Tietgen

Goals & ObjectivesGoals & Objectives

• Audio RecognitionAudio Recognition– Offline processing Offline processing

generates terraingenerates terrain– Realtime processing Realtime processing

influences game influences game eventsevents

Page 5: Deserted Island Jared Hoberock Dan Kelly Neil Sawford Ben Tietgen

Goals & ObjectivesGoals & Objectives• GraphicsGraphics

– Third-person camera style with an interface Third-person camera style with an interface similar to “Super Mario 64”similar to “Super Mario 64”

– High-End graphics featuresHigh-End graphics features• Water EffectsWater Effects• Continuous level of detailContinuous level of detail• Particle EffectsParticle Effects• Etc.Etc.

Page 6: Deserted Island Jared Hoberock Dan Kelly Neil Sawford Ben Tietgen

Overall ApproachOverall Approach

Audio RecognitionGameEngine Audio Decoding

Data Flow

Page 7: Deserted Island Jared Hoberock Dan Kelly Neil Sawford Ben Tietgen

System ComponentsSystem Components

• Audio DecoderAudio Decoder

Digital Music Library

Audio Decoder

Game Engine

Audio Pipeline

Page 8: Deserted Island Jared Hoberock Dan Kelly Neil Sawford Ben Tietgen

System ComponentsSystem Components

•Audio RecognitionAudio Recognition

AudioDecoder

Digital MusicLibrary

Recognition

mp3 fileaudio waveform

Game Engine

Musical Features

Digital Music Pipeline

DTRgeneration

audio waveform DTR file

Page 9: Deserted Island Jared Hoberock Dan Kelly Neil Sawford Ben Tietgen

System ComponentsSystem Components

• 3D Game Engine3D Game Engine– Commercial 3D Commercial 3D

Game EngineGame Engine

Page 10: Deserted Island Jared Hoberock Dan Kelly Neil Sawford Ben Tietgen

Performance/ConstraintsPerformance/Constraints• Target System RequirementsTarget System Requirements

– Microsoft Windows 98/2000Microsoft Windows 98/2000– Intel Pentium III 500 MHz or greaterIntel Pentium III 500 MHz or greater– 128 MB RAM128 MB RAM– OpenGL, DirectX 8.0 supportOpenGL, DirectX 8.0 support– Digital Music LibraryDigital Music Library

Page 11: Deserted Island Jared Hoberock Dan Kelly Neil Sawford Ben Tietgen

ImplementationImplementation• Audio DecoderAudio Decoder

– Convert MARSYAS from a Linux to a Windows Convert MARSYAS from a Linux to a Windows environment.environment.

– Extend MARSYAS to recognize mp3s. This can Extend MARSYAS to recognize mp3s. This can be done by analyzing the algorithms used by be done by analyzing the algorithms used by FreeAmp.FreeAmp.

• Terrain GeneratorTerrain Generator– Modify existing terrain generatorsModify existing terrain generators

• Mid-Point DisplacementMid-Point Displacement• Fault-LineFault-Line• Particle DepositionParticle Deposition

Page 12: Deserted Island Jared Hoberock Dan Kelly Neil Sawford Ben Tietgen

ImplementationImplementation• Music RecognitionMusic Recognition

– Implement various music recognition Implement various music recognition algorithms with MARSYAS classesalgorithms with MARSYAS classes

• 3D Game Engine3D Game Engine– ““Torque” EngineTorque” Engine

Page 13: Deserted Island Jared Hoberock Dan Kelly Neil Sawford Ben Tietgen

Cost/Resource Cost/Resource RequirementsRequirements

• FinancialFinancial– $100 for commercial $100 for commercial

game engine. game engine. • TimeTime

– 50 man hours per week 50 man hours per week once implementation once implementation begins in earnestbegins in earnest

Page 14: Deserted Island Jared Hoberock Dan Kelly Neil Sawford Ben Tietgen

Alternative SolutionsAlternative Solutions

• Audio DecoderAudio Decoder– Extend Winamp Extend Winamp

Plugin functionality Plugin functionality • 3D Game Engine3D Game Engine

– Various open source Various open source 3D game engines3D game engines

Page 15: Deserted Island Jared Hoberock Dan Kelly Neil Sawford Ben Tietgen

Testing MethodsTesting Methods

• Audio RecognitionAudio Recognition– Prototypes employ OpenGL for Prototypes employ OpenGL for

visualizationvisualization• Terrain GeneratorTerrain Generator

– Unique song Unique song Unique terrain Unique terrain

Page 16: Deserted Island Jared Hoberock Dan Kelly Neil Sawford Ben Tietgen

SchedulingScheduling

• Initial goals for Thanksgiving breakInitial goals for Thanksgiving break– Dan – Audio DecoderDan – Audio Decoder– Jared – Audio RecognitionJared – Audio Recognition– Ben – Terrain GenerationBen – Terrain Generation– Neil – 3D Game Engine modificationNeil – 3D Game Engine modification

• Implementation/IntegrationImplementation/Integration– Second SemesterSecond Semester

Page 17: Deserted Island Jared Hoberock Dan Kelly Neil Sawford Ben Tietgen

SchedulingScheduling

Objective Oct Nov Dec Jan Feb March April May

Sound Decoder                

Terrain Generator                

Real-time Processor                

Torque Engine