teaching machines

Feature 10 Post Mortem

For this feature, I decided to make some grass for my scenery out of billboards.  I ran a Google image search and came up with this nice little grass tuft, taken from unity3d.com. I thought it would be nice to make fields of grass, only I would need a way to place these guys into […]

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 8

This feature was pretty straight forward for the most part.  However I did make quite a few tweaks to the code to make it better for my situation.  The first problem was that my whole map is a bunch of objects in one program.  I could have obviously put each part of the map in […]

F1 Carissa

Although this was a fairly simple feature to implement, I did run into a few weird problems. For instance, when I first had made the item in Blender and exported it, it was only showing the top view, not the front view. To fix this, I switched around the x, y and z coordinates in […]

Feature 6

The implementation of water by itself wasn’t all that hard.  However all the videos that lead up to the water video were assigned to my partner and I didn’t have time to view those yet.  So going through all of those videos to find what I needed was a bit time consuming, but glad I […]

Feature 2 – Kevin

For this feature, I basically converted all of the diamond algorithm Chris Johnson showed us to C++and slightly modified it to make the terrain flat instead of  vertical.  The hardest part of this beyond just going through and understanding Chris’s code was that I had some +1 errors in the writing to the file portion […]

Feature 1 – Kevin

I modified my ObjUtilities file to be able to read in any vertices and faces and calculate how many are in the file on its own.  This was fairly straightforward and I didn’t have any problems with it outside of minor syntax errors. I attached screenshots of my code from the file for everyone to […]

Feature2-Spencer

For feature 2 I basically followed the diamond square algorithm given to us, with only a slight change to the code so that when the terrain was read in it was flat and being looked across, as opposed to above it and looking down on it. This just required a change to x and z coordinates, […]

Feature 1- Spencer

The first feature didn’t require much outside effort outside of the code that I already had for class. The only thing I added was the ability to parse an obj file for the faces and vertices, as opposed to having to count them by hand.   A little code   A little star   And […]

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