Turnt Simulator Postmortem
Developers: Cody Wanless and Zach Forster In the end Turnt Simulator turned out quite well, considering our expectations. We had to abandon the automatic addition of party-esque scenery to photos, as well as the automatic Facebook check-ins, due to time constraints. We were also unable to add a control for the user to change […]
Turnt Simulator
Cody Wanless Zach Forster College years are complicated times. Students are expected to fit two lifestyles into one life. On one hand, peers and professors expect that one takes his/her future seriously, involving oneself in an abnormal number of activities, “leadership” roles, reading many dozens of pages each day, writing papers, proving theorems, etc. On […]
Feature 10 Post Mortem
Implementing billboards was pretty straightforward after Dr. Johnson’s videos went up. I experimented with some grass, some dead grass, and some bushes, but in the end I settled on seaweed due to a request. You just have to imagine that this is a very special desert. Anyway, I did not use geometry shaders, because for […]
Feature 7 Post Mortem
Adding fog to my scene was much simpler than I had expected. At first, I was not very satisfied with how the fog appeared. I had a couple of ideas for improvement, none of which panned out very well. The most promising of these was to create multiple boxes of fog, so that it would […]
Feature 6 – Post Mortem
Rendering moving water was by far the most difficult task that I had to do all semester. I thought that I had everything working right away, but I soon found out that the water was not properly reflecting the skybox around it. Essentially, since we were reflecting the position of the water fragment in eye-space […]
Feature 4 Post Mortem
Surrounding my terrain with a skybox was a pretty simple process, although I was able to make it difficult by overlooking a couple of syntax issues. I did most of the work before Chris posted his video, so I’ll have to cite the guys at stackoverflow and opengl.org. The code was essentially the same as […]
Feature 8 Post Mortem
Applying textures to my terrain was actually more frustrating for me than it should have been. I thought that I had all of my textures ready to go, as there were a few of them that came with the obj files that I downloaded. However, for whatever reason, these textures refused to match up with […]
Feature 3 – Light Your Scene
This should be a pretty short post, because lighting is something that we have been doing for a while now. To light my scene, I am currently using a combination of diffuse, ambient, and specular lighting, depending on which objecting I am applying the light to. I still have pretty generic albedos for my objects, […]
Feature 5
This time, I gave my camera the ability to walk around the map with its height varying with the height of the land. The first thing I did was create a class called Heightmap, which held a width, a height, and a 2D array of floats (heights). Then, I made a couple of new methods […]
Feature 1 Post Mortem
Loading .obj meshes into my scene was a relatively straightforward process. I essentially created an array of programs, attributes, meshes, albedos, etc., and looped through each one in the OnDraw() call to display each one. In order to display copies of a mesh, I actually used a vector of vectors of xform matrices. This sounds […]