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 […]
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 […]
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 […]
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 […]
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 […]
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 […]
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 […]
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, […]
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 […]
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 […]