Determinação De Superfícies Visíveis Para Jogos Na Plataforma Playstation Usando Árvores Bsp

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Determinação De Superfícies Visíveis Para Jogos Na Plataforma Playstation Usando Árvores Bsp UNIVERSIDADE REGIONAL DE BLUMENAU CENTRO DE CIÊNCIAS EXATAS E NATURAIS CURSO DE CIÊNCIAS DA COMPUTAÇÃO (Bacharelado) DETERMINAÇÃO DE SUPERFÍCIES VISÍVEIS PARA JOGOS NA PLATAFORMA PLAYSTATION USANDO ÁRVORES BSP TRABALHO DE CONCLUSÃO DE CURSO SUBMETIDO À UNIVERSIDADE REGIONAL DE BLUMENAU PARA A OBTENÇÃO DOS CRÉDITOS NA DISCIPLINA COM NOME EQUIVALENTE NO CURSO DE CIÊNCIAS DA COMPUTAÇÃO — BACHARELADO MARCELO ODEBRECHT BLUMENAU, JUNHO/2001 2001/2-33 DETERMINAÇÃO DE SUPERFÍCIES VISÍVEIS PARA JOGOS NA PLATAFORMA PLAYSTATION USANDO ÁRVORES BSP MARCELO ODEBRECHT ESTE TRABALHO DE CONCLUSÃO DE CURSO, FOI JULGADO ADEQUADO PARA OBTENÇÃO DOS CRÉDITOS NA DISCIPLINA DE TRABALHO DE CONCLUSÃO DE CURSO OBRIGATÓRIA PARA OBTENÇÃO DO TÍTULO DE: BACHAREL EM CIÊNCIAS DA COMPUTAÇÃO Prof. Paulo César Rodacki Gomes — Orientador na FURB Prof. José Roque Voltolini da Silva — Coordenador do TCC BANCA EXAMINADORA Prof. Paulo César Rodacki Gomes Prof. Dalton Solano dos Reis Prof. Miguel Alexandre Wisintainer DEDICATÓRIA Este trabalho é dedicado aos meus pais. iii AGRADECIMENTOS Ao professor Paulo César Rodacki Gomes, meu orientador, pela motivação, dedicação e paciência. Ao professor Miguel Alexandre Wisintainer, meu co-orientador, pela confiança, dedicação e entusiasmo. Aos amigos e professores que contribuíram para a minha formação. À Beatriz pelo apoio. À comunidade de desenvolvimento para o Playstation , em especial Loser, Hitmen, Obiwahn e Psxdev, pelas informações. iv SUMÁRIO DEDICATÓRIA.......................................................................................................................III AGRADECIMENTOS .............................................................................................................IV LISTA DE FIGURAS ............................................................................................................ VII LISTA DE QUADROS ............................................................................................................IX LISTA DE ABREVIAÇÕES ....................................................................................................X RESUMO .................................................................................................................................XI ABSTRACT ........................................................................................................................... XII 1 INTRODUÇÃO.....................................................................................................................1 1.1 OBJETIVOS DO TRABALHO ..........................................................................................2 1.2 ESTRUTURA DO TRABALHO........................................................................................2 2 JOGOS INTERATIVOS........................................................................................................4 2.1 INTERFACE GRÁFICA ....................................................................................................4 2.1.1 TÉCNICAS .......................................................................................................................4 3 BSP ........................................................................................................................................7 3.1 INTRODUÇÃO...................................................................................................................7 3.2 CONSTRUÇÃO DE ÁRVORES BSP................................................................................7 3.3 PERCORRIMENTO DA ÁRVORE.................................................................................17 4 PLATAFORMA PLAYSTATION......................................................................................25 4.1 HISTÓRICO......................................................................................................................26 4.2 HARDWARE....................................................................................................................26 4.3 SISTEMA GRÁFICO .......................................................................................................28 4.4 AMBIENTES DE DESENVOLVIMENTO .....................................................................32 4.4.1 NET YAROZE................................................................................................................32 v 4.4.2 AMBIENTES DE DESENVOLVIMENTO ALTERNATIVOS ...................................33 4.5 COMPILADOR PSY-Q....................................................................................................35 4.6 EMULADOR ....................................................................................................................38 5 PROTÓTIPO .......................................................................................................................41 5.1 REQUISITOS DO PROTÓTIPO......................................................................................41 5.2 ESPECIFICAÇÃO ............................................................................................................41 5.2.1 FLUXOGRAMA DO PROTÓTIPO...............................................................................42 5.3 IMPLEMENTAÇÃO ........................................................................................................43 5.3.1 ESTRUTURAS DE DADOS..........................................................................................43 5.3.2 ALGORITMOS ..............................................................................................................45 5.3.3 OPERACIONALIDADE DA IMPLEMENTAÇÃO......................................................47 6 CONCLUSÕES ...................................................................................................................50 6.1 EXTENSÕES ....................................................................................................................50 REFERÊNCIAS BIBLIOGRÁFICAS .....................................................................................52 vi LISTA DE FIGURAS Figura 1 – Exemplo de Sprites do jogo Super Mario Bros . .......................................................5 Figura 2 – Cenário 2D. ...............................................................................................................8 Figura 3 – a) Aresta 1 escolhida como raíz, b) Árvore BSP .......................................................9 Figura 4 – a) Aresta 2 escolhida para dividir o espaço, b) Sub-árvore esquerda construída......9 Figura 5 – a) Escolha da aresta 4 para a divisão do espaço, b) Árvore construída. .................10 Figura 6 – Cálculo da distância de um ponto a uma reta paralela ao eixo Y. ..........................13 Figura 7 – Cálculo do vetor e vetor normal da reta..................................................................15 Figura 8 – Divisão do segmento de reta P em P1 e P2.............................................................16 Figura 9 – Situação não suportada pelo algoritmo do pintor....................................................18 Figura 10 – a) Cenário a ser desenhado b) Árvore BSP representando o cenário....................19 Figura 11 – a) Face 4 desenhada b) Percorrimento da árvore BSP , nodo 4. ............................19 Figura 12 – a) Face 5b desenhada b) Percorrimento da árvore, BSP nodo 5b. ........................20 Figura 13 – a) Face 1 desenhada b) Percorrimento da árvore BSP , nodo 1. ............................20 Figura 14 – a) Face 5a desenhada b) Percorrimento da árvore BSP , nodo 5a..........................21 Figura 15 – a) Face 2 desenhada b) Percorrimento da árvore BSP , nodo 2. ............................21 Figura 16 – a) Face 3 desenhada b) Percorrimento da árvore BSP , nodo 3. ............................22 Figura 17 – a) Objeto T próximo ao ponto de vista v b) Objeto T distante ao ponto de vista v. ..........................................................................................................................................22 Figura 18 – a) Cenário b) Árvore BSP correspondente ao cenário da figura 18a. ...................24 Figura 19 – Console Playstation (vista frontal)........................................................................25 Figura 20 – Console Playstation (vista traseira). .....................................................................25 Figura 21 – PSOne ....................................................................................................................26 Figura 22 - Arquitetura do Playstation ....................................................................................27 vii Figura 23 – Frame buffer. ........................................................................................................30 Figura 24 – Cartão de memória e multi tap ..............................................................................31 Figura 25 – Playstation Net Yaroze ..........................................................................................32 Figura 26 – Placa Comms Link .................................................................................................33 Figura 27 – Dispositivo similar ao Action Replay ....................................................................34 Figura 28 – Xploder ..................................................................................................................34 Figura 29 – Componentes da biblioteca do PSX OS . ...............................................................35 Figura 30 – Emulador PSEmu Pro em modo janela.................................................................38
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