This Website is about the game Asteroids 3D.

It was inspired by the video arcade game Asteroids, released in November 1979 by Atari Inc.
We developed it during the Games Programming Seminar at Hasso-Plattner-Institute Potsdam.
A special challenge for implementing this game was the difficult orientation in 3D space.

This is the original asteroids game, that has inspired our Asteroids 3D, see on Wikipedia.

Rules of the Game

There are several asteroids flying around in the universe. This special universe has an energetic bound around it, in order to keep the asteroids inside.
You have to shoot all those asteroids if you want to win the game.
But be careful: they can harm you if they come too close.

Applied Software Techniques

  • Displacement Mapping to increase the level of detail for the asteroids' surface
  • visualization of the distance to an asteroid with halos made by G-Buffer Rendering
  • Game menu written with QML
  • Physics-Engine: Nvidia PhysX
  • Sound-Engine: FMod
  • Qt as menu manager
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Original Asteroids Game

Asteroids developer Ed Logg, standing next to an Asteroids gaming machine

Objective of the Game: to score as many points as possible by destroying asteroids and flying saucers.

Rules of the Game: The player controls a triangular-shaped ship that can rotate left and right, fire shots straight forward, and thrust forward. The player can also send their ship into hyperspace, causing it to disappear and reappear in a random location on the screen (with the risk of self-destructing or appearing on top of an asteroid).
Each stage starts with a few large asteroids drifting in random directions on the screen.
Objects wrap around screen edges – for instance, an asteroid that drifts off the top edge of the screen reappears at the bottom and continues moving in the same direction.
As the player shoots asteroids, they break into smaller asteroids that frequently move faster and are more difficult to hit. Smaller asteroids also score higher points.
Periodically, a flying saucer appears on one side of the screen and moves across to the other before disappearing again.

The minimalist soundtrack features a memorable deep-toned electronic "heartbeat", which quickens as the asteroid density is reduced by the player's fire.
Once the screen has been cleared of all asteroids and flying saucers, a new set of large asteroids appears. The number of asteroids increases each round up to a maximum of 12. The game is over when the player has lost all of his lives.

For more details see the Asteroids Wikipedia Page.

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For extended documentation go to our Doxygen-Documentation page.
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Binaries includes the resources (images, models etc.) while sources only contains code. Download sources Download binaries
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This game was developed for the Games Programming Seminar at Hasso Plattner Institute.
Game programmed by Jan Ole Vollmer, Pedro Flemming and Anita Dieckhoff.
Supervisor: Christine Lehmann

Stylesheet Template by Styleshout.

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