The main focus for the design of this game was to exploit the technology behind stereoscopic 3D. The game created for this application involves the user controlling a paddle in order to protect themselves from cubes being fired towards them from a grid. |
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When a player successfully protects themselves from the attack, their score is increased and a multiplier is gained. If the enemy reaches the screen, one life is deducted, and the multiplier is reset to one. One the player loses all three lives, the game is over.
As the main perception of depth in 2D applications is generally the scale of the object in relation to other objects around it, the main idea behind the pulsing function was to add depth to the game, making the 3D effect much more prominent and noticeable while also making it increasingly difficult to play the game using non stereoscopic rendering techniques. To draw the users eyes into the screen to help enforce perceived depth, the walls have an animated texture which emulates lights flashing down a tunnel.
As the main perception of depth in 2D applications is generally the scale of the object in relation to other objects around it, the main idea behind the pulsing function was to add depth to the game, making the 3D effect much more prominent and noticeable while also making it increasingly difficult to play the game using non stereoscopic rendering techniques. To draw the users eyes into the screen to help enforce perceived depth, the walls have an animated texture which emulates lights flashing down a tunnel.