NetCave: Project Description

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NetCave Overview

by Alex on March 31, 2011


Our goal is to create an experience akin to Roguelikes. We are choosing to focus on the random dungeon (maze) generation aspect to accomplish the best experience possible in the short time we have. We are choosing to focus on the following technical challenges.

  1. Maze generation: The ability to generate random mazes that do not suck with enough knobs to be able to create certain “feels” if desired.
  2. Real-time assembly: taking the randomly generated world and assembling it with pieces that have been modeled in a certain way.
  3. Modeling inter-lockable pieces: ensuring that pieces placed together look continuous and not terrible.
  4. Dynamic & local lighting: Using workarounds in the Mechdyne software stack to provide effects such as flicker and change the players light radius.
  5. Interesting shaders: use the power of the GPUs to help create more dynamic and interesting appearance to the dungeon.


  • Kinnect + FAAST
  • CAVE
  • GLSL + work arounds


In the worst case we will have a randomly generated maze with simple (stolen from minecraft) textures. Every iteration on this offers a point where we can stop and fall back to.


  • Week 3/31:
    Get initial administrative issues taken care of. Begin the long process of producing models.
  • Week 4/7:
    Get enough python code up to generate a maze using big generic cubes. More progress on models.
  • Week 4/14:
    Start replacing cubes with walls that Jit has modeled. Begin attaching version 1 shaders. Decide how we want to handle moving through the maze.
  • Week 4/21:
    Enhance wall placement. Improve shaders. Begin lighting control for “torch holding”. Make movement stop sucking (if it does).
  • Week 4/28:
    Audio (if we can). Decide final targets for polishing to a presentable format for the final push.
  • Week 5/5:
    Finish polishing everything.

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