top of page

Programming Consoles Module

  • Writer: Fabio Pereira
    Fabio Pereira
  • Jun 9, 2022
  • 1 min read

The Artefact

My artefact has two stages: the editor state and the game state. It launches in editor mode where you can place down different game objects such as wall, SpawnPoint, and Trap. You can also load up a saved map and edit that, then save it as a string. If you press right on the Dpad, it will load the level in game mode.


Box colours:

Yellow - wall / player / bullet;

Pink - Player Spawn point;

Red - Trap;


My teammate implemented the DualShock controllers and we mode the game mode PvP.


Overview

Second year i made a PS5 artefact for one of my programming modules.

we only had sample projects; we didn't have any documentation. I managed to strip back a sample that was showcasing geometry shaders. I stripped back a function that was drawing a 2D array of multicoloured boxes to only draw one box with x, y, r, g, b, and i used this a my box component. I created an update loop and a bunch of components and classes - I tried following Unreal's architecture.


Measuring Data

The game would crash at under 200k draw calls and without the documentation, the lecturer and I didn't know why; I was only able to decern that it was something to do with the draw calls. So, I had to record and measure the game runtime while changing the bullet lifespan, speed, and fire rate to make he game run longer without removing the "fun."

ree
ree

Results / Marks

90



Comments


bottom of page