Feature 5 – Emmertac
Trying to tackle this feature shows how much effort is put in video games try to blend people walking up and down some sort of incline to make it seem real. At first I tried to solve this by grabbing the closes vertex then taking the average of the neighbors which isn’t very accurate but it […]
Feature 12
This feature was fairly simply, though so is the result. This is not anywhere near a realistic collision detection system. The way my collision detection works is this: Several box-shaped regions are defined and added to the collision object. These regions are defined by giving a vector for the center of the region and a […]
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 1 Post Mortem
Feature 1 was fairly straight forward, because we had a very good example and base of code to work on from the videos provided to us, I simply used the same method. I didn’t have any problems using this method, it just requires that you know the number of vertices and faces before you load […]
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 2-Emmertac
The terrain generation was pretty fun besides a couple errors. One is still presently the bane of my existence: a compiler error c2011 which is a type redefinition that just points to a class and crashes, and Microsoft’s explanation isn’t helpful. And it doesn’t stop for the debugger either. However it crashed when I was fiddling with my […]
Feature 10 Post Mortem
Drawing billboards in my scene wasn’t terribly hard. The hardest part was finding an image I wanted to use and loading it in properly. I needed transparency for my grass images, so I had to export the image from Gimp as a C file. I also had to shrink down the image’s size so Visual […]
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, […]