Mystery Men Jarom Jones Joe Snow Blake Nelson Comparison with Checkpoint 1 Estimate Original Prototype Goals Basic behaviors/physics engine up and running. Basic fish editor to muck about with a fish’s attributes and genetic qualities. Minimal graphics engine support showing off the above two modules. Realized Prototype Goals The Behaviors Engine The GOOD Ability to map attributes to genetic structures allowing fish to pass on their genes to succeeding generations. Basic seek/flee behavior implemented allowing nefarious predators to seek out smaller fish or to flee their own predators. Motion of fish modeled on basic kinematics provided by Blake, our resident physics guru. The BAD The all-important schooling behavior that determines whether certain species travel in schools or all by their lonesome. The fish can’t eat one another or consume resources, and the fish are currently running in God-mode. Another pertinent behavior relating to fish is the ability to avoid obstacles. Sunken battleships, big-ass whales, pillars, walls, mobster informants— all things found at the bottom of large bodies of water to be avoided. In it’s totality, the Behaviors engine is approximately 60% done. The Graphics Engine The GOOD The graphics engine supports the ability to texture map any fish to a 3d model to be rendered appropriately. Red fish, blue fish, green fish, and striped fish are just a small taste of the seemingly infinite possibilities permutable in our aquatic underworld. The graphics engine also provides a mechanism disallowing fish to occupy the same location in space. This alone separates our product from what others may term as cheap screensavers. Keeps track of hundreds of different species of fish, rendering all of them with clock cycles to spare. The BAD The underwater effects need to be implemented. Right now the water is a cheesy blue color with no lighting effects. If we have enough time, additional background objects will be added to the aquarium. Walls, rocks, and all manner of flora will be present in the final product. In it’s totality, the Graphics engine is approximately 80% done. The Editor The GOOD The fish editor interface has been established allowing the user to view the 3d model of the fish he/she is modifying. It also provides a couple fields to allow the user to modify attributes of the fish. The BAD The fish editor is easily the most underdeveloped part of the project. Right now the interface is set up, however, it isn’t connected to the other modules in the project. The scope of the editor has changed slightly since its design inception. Instead of modifying single fish, users will edit attributes of a more general nature, a species of given fish. For example, a user can fire open the editor and create a Piranha fish, give it general attributes, coloration, size, and speed, save the configuration to disk and import any number of these fish into the aquarium. We believe this improves the functionality of this module tremendously and provides a sufficient level of granularity to satisfy the user. In it’s totality, the Fish Editor is approximately 20% done. All in all, we’ve adhered to the prototype description given in our design document with some items reprioritized. The graphics engine makes the project look really great and worthwhile, and the behaviors engine will only make things better. The fish editor has been put off mainly because it isn’t an essential module to showing off our prototype. It will, however, provide a easy-to-use interface for the user to interact with the aquarium.