OpenGL 3D Project with Interactive Objects
Budget: $30 – $250 USD
I require an expert in OpenGL to develop a customized, interactive 3D project for me. The project will encompass a small map filled with a few specified objects including:
- Buildings
- Drones
- Targets
These objects should mirror real-world counterparts however they don't need to be hyper-realistic. Bidders with the knowledge of creating a good balance between realistic and artistic styles will be appreciated. The project's functionalities should include:
- Smooth movement
- Efficient collision detection
- Dynamic animation
Ideal candidates will have established experience with OpenGL, 3D modeling and animation, and game development. Skills in creating realistic but not overly detailed models would be preferred. This project is more about function and lifelike interactions than purely aesthetics. Thus, your ability to incorporate movement, collision detection, and animation into these objects is required.
The exact specification is as follows:
I already have an existing 2d project in OpenGL that has to be expanded to 3D projects, with some additions.
Extend the scene to 3D with the following features (Previous project functionalities are retained unless the following items modify them):
Load student index number, name, and surname as a transparent texture and place it in the corner of the screen.
Initially, enable perspective projection. Parameters are arbitrary with the condition that the entire scene is displayed on the screen.
Enable depth testing.
Enable back-face culling.
Implement the Phong lighting model.
The terrain is flat, except for the mountain on which the station is located.
The terrain has the same map texture as before.
The terrain also has a specular map where only water is reflective.
The camera is located in the drone launch station and is oriented to show the city.
The drone can ascend and descend using specific keys.
The drone is destroyed upon hitting the ground.
Load the drone as a model.
The drone has a green point light with limited range.
Targets are now generated at random heights.
Load targets as arbitrary models.
Targets have point lights with limited range and intensity.
The light goes out when the target is destroyed.
In addition to regular targets, there are low-flying targets that hover just above the terrain.
Low-flying targets have different colors than regular targets.
The speed of low-flying targets is ⅓ of regular targets.
Low-flying targets do not have lights.
The scene is nocturnal with very subtle directional light.
There is a layer of semi-transparent clouds above the terrain.
In the center of the city, there is at least one powerful spotlight pointing upwards, changing its direction over time, with a range extending at least to the cloud layer.
The height of drones and targets affects the size of their indicators on the map (higher ones have larger indicators, and vice versa).
- Buildings
- Drones
- Targets
These objects should mirror real-world counterparts however they don't need to be hyper-realistic. Bidders with the knowledge of creating a good balance between realistic and artistic styles will be appreciated. The project's functionalities should include:
- Smooth movement
- Efficient collision detection
- Dynamic animation
Ideal candidates will have established experience with OpenGL, 3D modeling and animation, and game development. Skills in creating realistic but not overly detailed models would be preferred. This project is more about function and lifelike interactions than purely aesthetics. Thus, your ability to incorporate movement, collision detection, and animation into these objects is required.
The exact specification is as follows:
I already have an existing 2d project in OpenGL that has to be expanded to 3D projects, with some additions.
Extend the scene to 3D with the following features (Previous project functionalities are retained unless the following items modify them):
Load student index number, name, and surname as a transparent texture and place it in the corner of the screen.
Initially, enable perspective projection. Parameters are arbitrary with the condition that the entire scene is displayed on the screen.
Enable depth testing.
Enable back-face culling.
Implement the Phong lighting model.
The terrain is flat, except for the mountain on which the station is located.
The terrain has the same map texture as before.
The terrain also has a specular map where only water is reflective.
The camera is located in the drone launch station and is oriented to show the city.
The drone can ascend and descend using specific keys.
The drone is destroyed upon hitting the ground.
Load the drone as a model.
The drone has a green point light with limited range.
Targets are now generated at random heights.
Load targets as arbitrary models.
Targets have point lights with limited range and intensity.
The light goes out when the target is destroyed.
In addition to regular targets, there are low-flying targets that hover just above the terrain.
Low-flying targets have different colors than regular targets.
The speed of low-flying targets is ⅓ of regular targets.
Low-flying targets do not have lights.
The scene is nocturnal with very subtle directional light.
There is a layer of semi-transparent clouds above the terrain.
In the center of the city, there is at least one powerful spotlight pointing upwards, changing its direction over time, with a range extending at least to the cloud layer.
The height of drones and targets affects the size of their indicators on the map (higher ones have larger indicators, and vice versa).