Final Project
VRML Car Racing Simulation
- Overview:
We propose to simulate a car racing game using Java Applets interfacing
with a VRML 2.0 world. At the most abstract level, this will be a game
where the user may set and modify certain parameters of a basic car. The
user will then race this car through a track with various obstacles. The
simulation of the physics of the car will be performed in Java and passed
to the VRML world, where the position and orientation of the car will be
updated. The user will be able to control acceleration and braking, as well
as steering. If time permits, we will attempt to make the racing distributed
to two users. (the aspects of this on the overall design will not be
covered yet, although it should not present to much deviation).
- Setup Applet: The first
thing that will load will be the setup applet. Here the user will
be presented with a GUI with various sliders and input boxes where
the parameters of the car can be set. At this time the parameters
that we have decided upon are: center of gravity, total weight,
axel length, axel coupling strenth, overall geometry of the car,
engine power, brake efficiency, tire friction, color, fuel level (???)
. As the users updates the parameters, a coupled VRML window
showing the car will be updated appropriately to reflect the changes.
A group of "default" cars may be presented as well to help start the
game quickly. Also on this screen, the user will be asked to
choose from a set of three predefined tracks. These will be of
varying difficulty (modified through the number of turns, obstacles,
length, etc.). The user will not be able to modify the tracks.
After setting everything up, the user will press the start button to
begin racing.
- Racing Applet: The racing
applet will consist of the acceleration, braking, and steering
controls. Various other guages will also be provided such as a timer,
speedometer, fuel guage, etc. The applet will be linked to the
VRML window where the animation of the racing car will appear. The
viewpoint for the race will be fixed at a point somewhere above and
behind the car. It will move with the car.
- Endgame: At the end of the
race, the user will be presented with a final applet presenting the
statistics for the race. A "hall-of-fame" option may also be
implemented to keep track of high scores (based on the time, track,
and car difficulty).
Final Project TOP page.
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