Category Archives: Uncategorized

CSE167 Final Project (Blog 2)

Hi! This is my 2nd blog. Although the provided screenshot below shows barely any changes in terms of front-end stuff (spheres and a background… impressive!) , several back-end features have been implemented such as random generation of asteroids (from outside screen that move onto screen), bounding spheres (displayed in screenshot), and collision detection using aforementioned bounding spheres.

There are still a few things to do before I start adding “extraneous” stuff:
1. Implementation of particle effects (upon contact, either ship or asteroid explodes). This will meet the project requirements of “2 easy or 1 hard” technical implementation.
2. Include power ups that make things more interesting.
3. Cel/toon shading or bump mapping (or both!) for aesthetically pleasing scene objects.
4. Other stuff if time permits (projectiles, health display, etc).

Brown spheres are asteroids. Bounding spheres are displayed.

Brown spheres are asteroids. Bounding spheres are displayed.

Leave a comment

Posted by on December 18, 2014 in Uncategorized


CSE167 Final Project (Blog 1)

Hi! My name is Jack Lee. This project will be a solo project. Let’s jump right in!

Asteroid Avoider

You’re on a launch pad. You hear a voice over the intercom, “All systems are calibrated and ready! Launching in 10… 9…” 

The year is 2120 – the year marking the end of World War IV. Since the war’s end, a nuclear winter has settled on Earth’s surface, making most of the planet uninhabitable. Fortunately, manned space-flight had already been popularized a decade earlier, so a majority of the remaining few million humans live in man-made colonies spread throughout the solar system. However, there is still a significant portion of humans who still remain on Earth and are in urgent need of rescue. In this time period, asteroids have become ubiquitous for reasons unknown (efforts are being made by leading researchers to unravel the cause), making space-travel a dangerous task. As such, pilots whose jobs are to transport humans from Earth are specially trained to deal with these asteroids. You are one such pilot out to fulfill your heroic calling.

“2… 1! Good luck, pilot!”

What? You look back at your terminal displaying a general outline of your ship with all parts labeled WORKING… except you realize that you’ve overlooked the rocket boosters and laser cannon both with a giant FAILURE next to them.

Your family flashes through your mind as you shout, “Wait! Sto–!”

Lights blur past you as you’re launched at 2040 kilometers per second from the launch pad.

After recovering from the force of the launch, you yell, “Mayday! This is unit F-402! My boosters and cannon are not working! I need assistance! Mayday! Mayday!”

No response.

That’s when you realize your mic is also broken.


The user will control a spaceship (or maybe a ball, for simplicity’s sake), which will move in the Y plane. Simultaneously, spherical polygons will be coming and going on and off screen that the user must shoot or avoid. One can think of this as some “asteroid-blaster” type of game with polygons as asteroids. Extra-features such as score and highscores may be included if time permits. The technical features, then, are two “easy” ones: (1) collision detection with bounding spheres and (2) toon shading for some more interesting and aesthetically pleasing asteroids/ship.

I have not yet started (still working on Project 6). However, once I begin I will probably work in this order: ship shape, bounding spheres and collision (test using two spheres, one movable and one stationary), random generation of asteroids, and then cel shading. The background will most likely be a space-related texture map.

Note: background will probably be a space texture map.

Click to enlarge.

Leave a comment

Posted by on December 11, 2014 in Uncategorized