Implement collision detection physics into a MarbleGame using [[url removed, login to view]]. Platform must be Visual C++.NET, we are using [[url removed, login to view]] for the visual effects.
* Be able to tell where the terrain is (y value) at an x,z point
* Be able to tell if there's an object at a certain place
* Make marbles sit on terrain, with gravity
* Make player marbles able to tell when they collide with a coin so we can pick it up
* Make all marbles hit each other
* Make marbles move with acceleration and have velocity instead of just floating (get Edan to help you with this - you'll want the input/AI update to tell the physics how much to accelerate in what direction, the physics to tell the marble where it will be, then have the marble's update set it's own new position in its update).
* Integrate ODE physics. Each Object should have a pointer to its physics model. See CreateMarble and notice how I create the graphic Entity - create a physics body there, too, and set the pointer in the Object to point to it, but don't add it to the physics world. See AddObjectToScene and notice how I add the Entity to the scene - add the physics body to the physics world there (also remove in RemoveObjectFromScene). See if you can use/convert the Ogre mesh as the rigid body mesh.
1) Complete and fully-functional working program(s) in executable form as well as complete source code of all work done.
2) Deliverables must be in ready-to-run condition, as follows (depending on the nature of the deliverables):
a) For web sites or other server-side deliverables intended to only ever exist in one place in the Buyer's environment--Deliverables must be installed by the Seller in ready-to-run condition in the Buyer's environment.
b) For all others including desktop software or software the buyer intends to distribute: A software installation package that will install the software in ready-to-run condition on the platform(s) specified in this bid request.
3) All deliverables will be considered "work made for hire" under U.S. Copyright law. Buyer will receive exclusive and complete copyrights to all work purchased. (No GPL, GNU, 3rd party components, etc. unless all copyright ramifications are explained AND AGREED TO by the buyer on the site per the coder's Seller Legal Agreement).
Visual C++ 2003, using ODE physics component and Ogre3d for the graphics rendering. Here are the directions for config:
1) Install Visual C++ 2003.
2) Install DirectX [url removed, login to view] SDK (February 2005) - must be done after you install Visual Studio.
3) Install Ogre SDK 1.0.0 for Visual C++ 2003.
4) Unzip "[url removed, login to view]" to wherever you want to work.
5) Go to your OgreSDK installation folder.
6) Copy OgreSDK/bin to MarbleGame/bin. This will get you all the DLLs and config files you need.
7) Copy OgreSDK/media to MarbleGame/Media. This will get you all the media files you need.
You should now be able to open and build "[url removed, login to view]".