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In Week 6 of our KBS Gaming project, we made significant strides in engine development, class diagram creation, and 3D GUI discussions. Key achievements include implementing alpha-beta pruning and move ordering techniques, along with orientation and board drawing code in XNA. However, we also faced challenges, notably with textures in tiles, which have now been resolved. Team dynamics were tested with the departure of a member. This report encapsulates our activities, structural designs, and lessons learned during the week.
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KBS Gamingprogress Group 5 – Week 6
Contents • What we did • Classdiagram • What went wrong
What we did • Engine • Alpha-beta, even depths • move ordering • Discussing the 3D Gui approach • Making class diagram • Orientation • Trying out small things in XNA • Start with the code • the drawing of the board • rotation of the camera • viewing angle of 45 and 90 degrees
Classdiagram Full diagram
Classdiagram KaroGUIpackage
Classdiagram • Viewer/Model structure • Viewer • Drawablecomponent • Responsable for animation • Handles the clicking on event • Model • Contains data • Piece & Tile contains almost the same data in engine • Board • Specifik engine knowledge here. • Changes the data from the engine to XNA objects. • Board represented in ints (0-6) • Move is Dictonary<String,Point> 3 indices (fromPiece, toPiece, fromTile)
What went wrong • Individual problems • Texture in tile results in error (is solved) • One member gone, Jesse