|
|
| |
|
4gewinnt
|
| |
|
a practical Demonstration of the Cruelty of OpenGL programming
|
| |
|
an OpenGL implementaion of the well known 4-in-a row-game
|
| |
|
| |
Overview
## Authors and Licence
The binary and source are distributed with the
Common Public Licence (CPL).
The authors of this program are:
## Download:
The current release-number is : 0.11
## Overview
The 4-Gewinnt OpenGL game is a OpenGL game with a network-capable AI.
(the diversion of the board and ai on different hosts is currently not
selectable - maybe this will be enhanced in future)
The AI is an improved port of a Lisp AI developed in lecture
'Knowledge-based Systems' at our university by Thorsten Huber and Hendrik Brückner.
The portation was done by Hendrik Brückner.
The OpenGL GUI was developed by Marc Schöchlin and Hendrik Brückner.
OpenGL GUI Features:
- Vertex Arrays: flexible object data definitions
- Round Objects created by (Co)Sinus LookUp-Tables (LUT)
- Performance Improvement by Display Lists
- Texture Objects (with built-in textures)
- Nurbs Surface
- Lighting model with three to four light sources
- Optional: Stencil Test
- Optional: Motion Blur
Textures:
- All textures was created using `The GIMP' release 1.3 (pre2.0)
- The textures was saved as C-Source and included in texture.c
(the directory lib/glGUI/textures/*.h contains the textures)
- External image files are not needed,
the texture will be compiled into the final binary
Optional Features: Stencil Test and Motion Blur
- Enable this features by configuring them via the --enable options.
- The Motion Blur is visible if a game stone is falling.
- The Stencil Buffer is used to `stamping' the contours of the BA-Logo
through the player game stone.
So the BA-Logo in front of the red player stone is also visible at the
backside of the stone.
Note: The stencil buffer does not take care about depth information: so
the contour will move with the viewpoint.
|
|
| |
|