SIGBOOM is a 3D racing game/shooter written as a class project for John Reppy's spring 2008 Game Construction class at the University of Chicago. It was developed in C++ using OpenGL for graphics, SDL for the user interface/input, and the Open Dynamics Engine for rigid body physics. While SIGBOOM does not use any platform specific functionality, due to time constraints the only fully working client runs only on Mac OS X.
SIGBOOM authors Peter Thorson and Patrick Lange were interviewed for an article in the University of Chicago Computer Science Departmental Newsletter: Fun and Games, University of Chicago Style.
Responsible for game physics. Ansel implemented an interface between the game core and an abstract physics engine that allowed the game to swap between using simple "Asteroid style" physics and more advanced systems. Using the Open Dynamics Engine library he added advanced physics features to the game including collision detection with full rigid body dynamics and vehicle movement based on a thruster system controlled both by the player (forward motion and turning) and the vehicle's autocorrecting stabilization system (altitude/pitch/roll).
Responsible for advanced graphics. Robert implemented most of the advanced graphical features of SIGBOOM including all texturing, skyboxes, text rendering, and spherical planet doodads. He also implemented the scoring/lap timing/calculation features and mini map.
Responsible for AI. Patrick implemented a host of AI commands and behaviors including seek, flee, dodge, and evade. AI controllers control their vehicles in the same way human players do (via firing thrusters) and can make solid time around the track that is tough for humans to beat.
Responsible for networking. In addition to local Human and AI players, SIGBOOM allows other human players to join a game over the local TCP/IP network. Rob implemented this functionality and all related functionality (network protocol, serialization/unserialization for all objects and game state, game client synchronization).
Responsible for game core and basic graphics. Peter designed the modular application core (main event loop / object system / vehicle controllers) that allowed the AI/Networking/Physics systems to be built in parallel without conflicts and implemented the core game features (track loading, explosions, weapon systems/powerups, and game balance). He also implemented graphics for the track, vehicles, and weapons.