Feature 12 Post Mortem – Conor
This post mortem is about feature number 12, collision detection. For this feature, I simply put a few simple checks before the camera movement handlers in my program to make sure that a movement would not take the camera inside of the 2D bounding box of an object (the giant man in the middle of […]
Feature 3 Post Mortem – Conor
This post mortem is about feature number 3, lighting my scene (with some specular highlights). I didn’t have to do anything special in setting up the shaders other than creating them as we have been all semester. Now I have a pretty purple man in my scene! [youtube http://www.youtube.com/watch?v=9RuZB2BwVPk&w=420&h=315]
Feature 7 Post Mortem – Conor
This post mortem is about feature number 7, fog. I decided to implement the plane-based fog as seen in the video, but I wanted the fog to follow my camera around as well. To do this, I just kept the fog in eye space. I didn’t run into any significant problems while implementing this feature, […]
Feature 10 Post Mortem – Conor
This post is about implementing feature 10, billboards. Since I have a space/moonish scene, I figured that moon rocks would be a fitting texture to use in my scene. I didn’t use anything for this feature other than the class videos for this one. I only ran into one problem implementing this one, in my […]
Feature 8 Post Mortem – Conor
This feature was all about using textures to modify the base albedo of the terrain in my scene. The steps to do this are not really any different than texturing any other model. I needed to upload the texture that I wanted to use, and create a new shader that would take advantage of the […]
Feature 1 Post Mortem – Conor
This blog post is about feature 1, adding obj meshes into my scene. I used the videos that Chris provided as my guide for this feature. Once I had the standard code to load a single object mesh into my scene, it was trivial to extend that code for multiple objects. I have a loop […]
Feature 4 Post Mortem – Conor
This blog post is about my implementation of feature 4, surrounding the scene with a skybox. I didn’t use any outside sources to help me with this feature other than the videos that Chris provided to us. Setting up the skybox was much easier that I anticipated that it would be. Both the fragment and […]
Feature 5 Post Mortem – Conor
This is the post mortem for my camera feature. While implementing a camera for my scene, the only resource that I used was the video that Chris provided. This was fine for simply moving around the scene, but I needed to extend the camera to auto-adjust itself based on terrain height. In order to accomplish […]
Feature 2 Post Mortem – Conor
This is my post for feature 2 of the project, terrain generation. Since I felt like I didn’t fully grasp the diamond-square algorithm the first time that I watched the video, I watched the video again and re-implemented the algorithm in Python. As far as the algorithm itself goes, I didn’t use any other help than the […]