teaching machines

CS 330 Lecture 39 – Mixins and Wrap-up

Agenda what ?s multiple inheritance in Ruby? implementing Orderable wrap-up Code vec3.rb Haiku

Feature 4- Spencer

Getting a skybox around my terrain proved a little more difficult than just following the video. For the most part that’s where the majority of the code came from, but I ran into a problem where for some reason I had to disable cull faces in order for the skybox to appear everywhere. Some code […]

Feature 3- Spencer

Getting lighting and specular highlights working wasn’t too difficult. I got all of the code for the shader from the video, and the rest was as simple as reading in an obj.   Some shader code Some reading in code And a video of it in action [youtube http://www.youtube.com/watch?v=ZWehpoXo7Pc]

HW F.11 – Hannah

Last post: I now have shadows! I followed the video for planar shadows, taking Chris’s hint that the technique would be great for, say, a football field… This also went smoothly by following the video. At first they were showing up super long, and then Corey helped me realize that the light source was too […]

HW F.7 – Hannah

My scene is now foggy. I followed the second video of doing fog, and it went very smoothly. I also looked at Zach’s post which clued me in on how to align the fog planes with the camera view. Finally, I tweaked the fogginess variables (like distance between planes, speed of wind, etc.) until I […]

Feature 10

For this feature, I decided to make my scene more immersive by adding thousands of stars in the not-so-far distance. I decided to use the non-geoshader method. Once I correctly set and used all of the regular attributes, I was seeing stars in no time at all. Here’s two images of some relevant code: http://imgur.com/a/dokDD#0 Lines […]

Feature 7

The fog was pretty simple to implement.  Following the video Chris posted gave me the basic setup….. really all of it.  I just needed to change the size of the rectangles to make the fog cover all of my terrain, or at least one side of the terrain.  Implementing fog was a lot like water […]

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 […]

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