CGR Micro Project-1
CGR Micro Project-1
CGR Micro Project-1
ON
“ 2D GAME ”
Submitted by
Academic Year
2021-2022
1
Loknete Hon. HanmantraoPatil Charitable Trust’s
Adarsh Institute of Technology & Research Centre Vita,
CERTIFICATE
This is to certify that the micro project report entitled
“2D GAME”
Submitted by
DIPLOMA OFENGINEERING
(Computer Technology)
SUBMITTED TO
MAHARASHTRA STATE BOARD OF TECHNICAL EDUCATION MUMBAI
ACADEMIC YEAR 2021-22
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PART A - Micro-Project Proposal
In the project “ 2D GAME”, the project is programmed using c/c++ . Oops concepts are explored and the project
involves the Bat and Ball on which basis game is built.In this game there will be two players . PC will be the First
player and USER will be the second player. This program contains Functions to drag the ball, draw the bat etc.
This project includes the multiple windows, menus and submenus using which color of the bat & ball, screen
color, ball size will be changed. These all actions are assigned to keyboard and mouse. User-interface is provided
by means of both Keyboard and Mouse. By using arrow keys bat can be moved. Mouse interaction is achieved by
means of a menu which is operational only with the “right mouse button” through which bat,ball,screen color
changing,speed settings are enabled.
1. 2D graphics enable developers to quickly prototype ideas and mechanics using fewer resources than 3D.
2. 2D Graphics Programming for Games provides an in-depth single source on creating 2D graphics that can be
easily applied to many game platforms, including iOS, Android, Xbox 360, and the PlayStation Suite.
Source:
http://vtucs.com/computer-graphics-projects/
Review: Graphics provides one of the most natural means of communicating within a computer, since our highly
developed 2D and 3D pattern-recognition abilities allow us to perceive and process pictorial data rapidly and
effectively. Interactive computer graphics is the most important means of producing pictures since the invention
of photography and television. It has the added advantage that, with the computer, we can make pictures not only
of concrete real world objects but also of abstract, synthetic objects, such as mathematical surfaces and of data
that have no inherent geometry, such as survey results. Computer graphics started with the display of data on
hardcopy plotters and cathode ray tube screens soon after the introduction of computers themselves. It has grown
to include the creation, storage, and manipulation of models and images of objects. These models come from a
diverse and expanding set of fields, and include physical, mathematical, engineering, architectural, and even
conceptual structures, natural phenomena, and so on. Computer graphics today is largely interactive. The user
controls the contents, structure, and appearance of the objects and of their displayed images by using input
devices, such as keyboard, mouse, or touch-screen.
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5.0 Proposed Methodology
(Procedure in brief that will be followed to do the micro-project) in about 200 to 500 words)
5) Analysis of data.
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6.0 Resources Required
Sr.
Name of Resource/material Specifications Qty Remarks
No.
Report
1 MS word
writing
online online
2 http://vtucs.com/computer-graphics-projects/
reference
online
https://www.quora.com/What-are-some-good-computer-graphics-
3 online reference
projects-in-OpenGL
online
4 https://www.sitesbay.com/project/project-download-c-graphics-code online
reference
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PART B - Micro- Project Proposal
1.0 Rationale:
Each subject of the technology suite offers the student different experiences which contribute towards
their education in technology education. As a result, preparing students for learning in the technology
subjects is not just about teaching towards the technology but towards the skills that are fundamental to
the technology subjects and are transferable into other areas of their learning. Skills that encourage the
student to solve problems through creation, innovation, communication, collaboration and exploration,
all of which are developed in an active learning environment where students can advance their ideas
from conception to realisation.Graphics is recognised as the underpinning language of the technology
disciplines and is transferable across a wide range of subjects such as mathematics, science and art.
Students will use a variety of media to communicate their ideas and designs through this unique
language. Throughout the course, students will explore the geometric world to gain an appreciation of
the importance of graphics in the world around them. They will develop cognitive and practical skills
such as graphical ommunication, spatial visualisation, creative problem-solving, design capabilities and
modelling, both physically and through the use of computer-aided design.
2.0 Course Outcomes Addressed (Add to the earlier list if more COs are addressed)
Source:
https://www.researchgate.net/publication/326147819_The_Journey_to_Improve_Teaching_Comp
uter_Graphics_A_Systematic_Review
Review:Computer graphics is often regarded an exciting and enjoyable subject due to it combining technology, art
and creativity. The past few years have seen a rapid evolution of the field with novel consumer-level devices (e.g. head-
mounted displays) and media (e.g. 3D videos on YouTube) enabling a much wider section of the population to
experience and create 3D content. However, teaching computer graphics can be challenging due to it requiring a
diverse range of skills such as mathematics, physics, programming, spatial reasoning, problem solving, and art and
design. Several researchers have acknowledged this problem and have attempted to make computer graphics teaching
easier and more effective. However, so far no consensus seems to exist about the key problems teachers need to
overcome and what concepts and methodologies might help with this. In this paper, we address this issue by conducting
a systematic literature review identifying reported challenges, methodologies, and approaches for teaching computer
graphics. Our research offers practitioners new insight into computer graphics teaching, which we hope will be useful
for curriculum design, developing more effective tools and support for struggling students, and suggesting avenues for
future research.
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4.0 Actual Methodology Followed:
Write step wise the procedure of how the work was done, (including which team member did what work)
and how the data was analyzed (if any).
Member 1): Name: All Members.
Work: Finalize the group & project
Work: Collect information and discuss with group members about proposal.
S
r. Specific Q Rem
Name of Resource/material
N ations ty arks
o.
Onlin
e
1 http://vtucs.com/computer-graphics-projects/ online
refer
ence
onlin
https://www.quora.com/What-are-some-good-computer-graphics-projects-in- e
2 online
OpenGL refer
ence
onlin
https://www.researchgate.net/publication/326147819_The_Journey_to_Improve_Te e
3 online
aching_Computer_Graphics_A_Systematic_Review refer
ence
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6.0 Outputs of the Micro-Project:
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7.0 CONCLUSION AND ENHACEMENTS:-
The project was started with modest aim with no prior experience in any programming projects as this, but ended
up in learning many things, fine tuning the programming skills and getting into the real world of software
development with an exposure to corporate environment. During the development of any software of significant
utility, we are forced with the tradeoff between speed of execution and amount of memory consumed. This is
simple interactive application. It is extremely user friendly and has the features, which makes simple graphics
project. It has an open source and no security features has been included. The user is free to alter the code for
feature enhancement. Checking and verification of all possible types of the functions are taken care. Care was
taken to avoid bugs. Bugs may be reported to creator as the need. Further this project can be enhanced by adding
few more options i,e menus in game. Using this we can design a 3D game which contains cube instead of single
window and multiple number of balls which are randomly moving and all faces of cube is considered as wall
1) Information Search.
3) Comprehension Skills.
4) Self-learning Attitude.
1. Education and Training: Computer-generated model of the physical, financial and economic system
is often used as educational aids. Model of physical systems, physiological system, population trends or
equipment can help trainees to understand the operation of the system.
For some training applications, particular systems are designed. For example Flight Simulator.
Flight Simulator: It helps in giving training to the pilots of airplanes. These pilots spend much of their
training not in a real aircraft but on the ground at the controls of a Flight Simulator.
Advantages:
1. Fuel Saving
2. Safety
3. Ability to familiarize the training with a large number of the world's airports.
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2. Use in Biology: Molecular biologist can display a picture of molecules and gain insight into their
structure with the help of computer graphics.
3. Computer-Generated Maps: Town planners and transportation engineers can use computer-generated maps
which display data useful to them in their planning work.
4. Architect: Architect can explore an alternative solution to design problems at an interactive graphics
terminal. In this way, they can test many more solutions that would not be possible without the
computer.
5. Presentation Graphics: Example of presentation Graphics are bar charts, line graphs, pie charts and
other displays showing relationships between multiple parameters. Presentation Graphics is commonly
used to summarize
o Financial Reports
o Statistical Reports
o Mathematical Reports
o Scientific Reports
o Economic Data for research reports
o Managerial Reports
o Consumer Information Bulletins
o And other types of reports
6. Computer Art: Computer Graphics are also used in the field of commercial arts. It is used to
generate television and advertising commercial.
7. Entertainment: Computer Graphics are now commonly used in making motion pictures, music
videos and television shows.
9. Educational Software: Computer Graphics is used in the development of educational software for
making computer-aided instruction.
10. Printing Technology: Computer Graphics is used for printing technology and textile design.
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Example of Computer Graphics Packages:
1. LOGO
2. COREL DRAW
3. AUTO CAD
4. 3D STUDIO
5. CORE
6. GKS (Graphics Kernel System)
7. PHIGS
8. CAM (Computer Graphics Metafile)
9. CGI (Computer Graphics Interface)
2D games have transformed a lot in terms of look and feel to meet the aspirations of gamers across the globe. From
using advanced tools and technologies to creating impressive visuals, 2D gaming content can be diverse and from
multiple genres. With time passing by, the tastes and preferences of the players have changed and to keep pace with
this developers are looking for progressive technologies so that the desired experience can be delivered with
efficiency.
A noted 2D game development company can be consulted to come up with tailor-made solutions for increasing
attraction and improving engagement.Aspects like animations and graphics, UI/UX, art, and designs are crucial to
making games popular and successful. Today’s 2D game developers and designers are skilled in all verticals to
make dreams a reality. Based on the nature and scope of your games, technologies are to be used not only to
provide entertainment but also to make games addictive and innovative. Dynamism in the gameplays is equally
pivotal for creating trends and establishing benchmarks.From this post, you will get to know which technology best
suits your 2D game development requirements and can make your games stand out in the current competition.Most
appropriate tool to be used for making exclusive and futuristic 2D gaming contentsUnity is regarded as the most
convenient cross-platform game development engine to enable you to serve a large number of targeted players both
avid and casual. To know more about the prospect of this technology in this regard, let us take a look below.
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