Classes & Objects    
7    
02.23.04

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Assignment 5: Objects and Project Planning

 

1) A project proposal:

Produce and post sketches in images or applets and words of an idea you'd like to pursue for your project. For now, aim high. Be extravagant. Do not limit yourself to what you imagine you can do or what you think can be done. We will work to narrow it into the realm of possibility. Better to start big. The more absurd, the better. Do not limit yourself with the assumption that your finished product must be an applet or a series of applets. It could just as easily be built form. Last semester someone lashed a projector to the ceiling and made an environment on the floor. Extend yourself beyond the machine if you can.

I have decided to allow you to make a tool as long as the project also includes as a finished product something you have made with this tool.

So, open season... a good model may be to try to bring in some ideas from an outside discipline: biology, physics, materials science, psychology. Wherever you have an interest, there is a project. Of course we'll relate it to architecture, but that's mostly your problem.

2) A programming assignment:

Return to your games (or begin a new one). Using classes and objects substantially improve you work. I cannot imagine a case in which objects would not help out game programming. This is quite challenging structually, so be sure to make time with me if you think you'll want help.

 

 

 

The projects from last semester may serve as insipiration

But do not bound your thinking with these!