B582-Spring 2000 - Programming Assignment #3

"VRML Rube Goldberg Competition"

 updated 3/22/2000

Goal:

To create a simple "Rube Goldberg" contraption for the desktop and the CAVE using VRML

VRML Concepts:

Misc Info:


Tasks:

1. Design a Rube Goldberg style contraption or animation sequence.  Your system should contain a minimum of four objects which move in sequence, plus a method to trigger the sequence and a button to reset the objects so that the sequence can be repeated.  It is recommended that you plan your contraption or sequence on paper before coding.  See the official Rube Goldberg web site and gallery for some inspiration.

2. Implement your design using VRML97.  You may wish to start with the sample as a basis for your code, modifying for your particular sequence using the VRML97 specifications and the VRML97 SIGGRAPH course notes.  (The VRMLScript spec is also available.)  You may wish to create your static models in showcase or CosmoWorlds and incorporate them via Inline nodes.  Please code the animations (interpolators) by hand; do not use a keyframe animator such as that provided by CosmoWorlds.

3. Test your application on the desktop using CosmoPlayer, and in the CAVE using cave6u.  For the CAVE, remember that units are assumed to be meters (although you can override that via the .caverc) and that the "walk" viewer is preferable to the "examiner" viewer.  (e.g. add the following
node to your code):

    NavigationInfo {
        type ["WALK", "ANY"]  #can still switch to examiner on desktop
        speed 10              #travel speed in units per second
    }

Also remember that there is no support for the Text node, so any text should be handled through texture mapping.
 

4. Bring you judge's hat on Wednesday, March 29; the class will select a winning design.   The winner will receive a special award and bonus.