It can be basic, like the classic Nokia cellphone Snake game, or it can be more complex with added features such as obstacles or making it a two-player game. As you consume more apples, your snake grows larger and the game speed increases.Snake is a simple game that is great for learning the basics of game development. Guide the snake into the apples scattered around the grid to eat them. Make sure all the files are in the same folder and use the provided Makefile to compile the game. It's field of vision is described by a cone spanning 45 degrees from the horizontal with the camera being at the vertex. In Snake View, the camera can be used to look around the snake. The complete movement of the camera is described as a sphere. The camera will also be able to move up and down in an arc. The player will have a limited control of the camera in World View, the camera will be able to move in a circle around the grid while looking directly into the center. The mathematical basis for my project will mostly be on manipulating the "camera". Only the three coordinate planes that pass through the head of the snake are drawn, so they can be used to align and plan movement. When this option is on ('g' toggles this option on/off), three sets of gridlines are drawn, one for each of the three coordinate planes. Although possible to use in World View, these controls are better suited to be used in Snake View.Īnother feature SnakeWorld provides is the option of turning on "smart" gridlines. The four arrow keys turn the snake up, down, left, or right relative to the head's facing and sense of "up." Some people may find this a more natural way to control the snake. The Snake Relative control scheme offers the same mobility, but uses fewer keys. 'u' (or 'o' works as well) turns the snake straight up (towards the sky blue wall) and 'm' (or ',' works too) turns the snake straight down (towards the grass green wall). The keys 'i', 'j', 'k', and 'l' turn the snake towards the north, west, south, and east walls, respectively. With the Absolute control scheme, each key corresponds to turning the snake towards a particular wall, no matter what orientation the camera is in. SnakeWorld offers two control schemes: "Absolute" and "Snake Relative." But actually controlling the snake is a bit more complicated. In either mode, there are four keys (wasd keys)to manipulate the camera. In this mode, the camera keys make the snake look around (but without actually turning).Īnother issue with expanding the game into 3-D is the controls. In the Snake View mode, the camera is attached to the head of the snake, so that the player virtually "sees" from the snake's perspective. The player controls the camera to move around in a spherical zone around the game grid. But since it would be impossible to discern depth if the camera is stationary, the player is given partial control of the camera. In the World View mode, the camera is placed outside of the game grid and looks inwards towards the center. SnakeWorld offers two camera modes: "World View" and "Snake View." Since the movement is expanded into 3-D, the task of displaying the game properly is more important than ever. My project will attempt to break this limitation and allow the snake movement in a 3-D grid. However, although there exist quite a few "3-D" Snake games, these games only render the snake as a three dimensional object (as opposed to a two dimensional sprite) but keep the snake's movement bounded on a 2-D plane. The main concept behind Snake has been around for a long time, and many versions and variants of the game exist. The game ends if the snake collides with the boundary, an obstacle, or its own tail. Each time a food item is consumed, the snake's tail grows longer. The goal is to eat food items scattered around the field. In the game, the player controls a long, thin "snake" that continuously moves along the screen. Snake is a semi-popular video game that originally came out in the late 1970s. The project will be programmed in C++ and will use the OpenGL and GLUT libraries. Each apple consumed increases the length of the tail of the snake, increasing the challenge. My project will expand the gameplay by extending it into 3-D.Īs with the classic snake games, the player must avoid the boundary, obstacles, and the snake's own tail while searching for and eating apples. Traditionally, Snake has been played on a 2-D plane. "Snake World" Project Page SnakeWorld: A True 3-D Snake Game Abstract
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