· Debug Drawing o WIREFRAME DEBUG : P o COLLISION DEBUG : C o Player blue when not colliding and red when colliding o Walls turn green when touched · Object Architecture o Basic C++ Objects o Component Based Design · Communication o Basic Events · Data Driven Design o Basic Text Serialization. o Creation of objects from data files. o Level Files (Binary Map, Exported.txt) · Frame rate Controller o Locked at 60 · Input o Input Manager providing keyboard and mouse button “IsPressed”, “IsTriggered” and “IsReleased” detection. · Graphics o Hardware accelerated sprite rendering (textured quads in OpenGL) o Basic Sprite transformation (Translation, Rotation, and Scale). o Movement translates the player for instance o Compatability for drawing with Element Buffer Arrays (i.e. Indexed drawing) · Physics o Basic collision detection between circles. o Basic Collision response. o Collision between different bodies types o Sphere vs plane o Sphere vs Sphere o Sphere vs AABB · Game Requirements o Human player control of a ship, avatar, or character o Locked at 60 fps o Collision between player and enemies Enemies have behavior component of LEFT - RIGHT movement o In-game controls screen o Press M to see controls o Game must have a win / lose condition. o WIN : Reach top left of the map o LOSE : Touch an enemy 3 times · Other Features o Full 3D Pipeline o 3D Physics Engine with easy support for adding collison between different types of bodies