Monkeybreath Productions
Wednesday 10 August 2011
DirectX framework
i have now been able to finish my directX framework and while it is just a carbon copy of frank lunas framework i think it was important that i did this mainly due to i now have much better understanding of the framework so i can make use of the classes and there function easier as well include any extra functions in a specific class which it would be useful in. With this i can now start on producing my occlusion shadowing techniques although i have decided to not touch it this week to concentrate on other things which i need to deal with.
Tuesday 19 July 2011
Working with UNITY
i have recently finished going through one of the UNITY and now have a basic grasp of the tools setup itself. i can see that the tool is set up to be object based with separate scripts being written for different objects but are still capable of being connected. I found this at times rather jarring but i can see that the whole tool is extremely useful especially for producing multiple levels.
With my basic understanding of UNITY done i feel like moving back to working on DirectX programs so my next plan is to produce a DirectX framework (possible a multiply API framework later down the line) and then with the framework produced i want to start trying to produce a program to deal with occulsion shadowing as planned
With my basic understanding of UNITY done i feel like moving back to working on DirectX programs so my next plan is to produce a DirectX framework (possible a multiply API framework later down the line) and then with the framework produced i want to start trying to produce a program to deal with occulsion shadowing as planned
Saturday 11 June 2011
Further work
The work for this honors project has finished and handed in and while i feel upset about the end results and grades for the honors project life must go on and i must continue to show off my capabilities in programming so i will use this blog as a way of keeping updates on my personal projects and thoughts of the work i'm doing. I as of this time working on my website but should soon be finished in producing it and later getting it hosted but after this is done i need a new project to work on. the following our some of the ideas of which i plan to do:
Improve previous projects: this as stated is basically to either polish and/or depending on the project included extra which was intended in the final result. in the case of the honors project the introduction of harmonic motion is necessary.
Advanced shadow mapping: one of my ideas for the honors project which i would like to continue. in this case i want to get the shadow of the object to be bound to the light source and the position of the light will affect where the shadow is positioned. This is the basic setup but further work would include the effects of the distance between the object and the light source which will affect the shadow. This means the shadow will contort stretch and fade depending on the distance between the light source and object position. I would also like to further this by adding multiple light sources which each have there own shadows which are drawn to the scene also with the multiple light sources i would like to get the light capable for canceling other shadows by there own light source. I'd try to do this using directX as i have a limited amount of work using directX and also older work involving shadows in directX.
Crazy snooker: This is a full game idea i plan to do this is basically a game of snooker with the same rules of snooker (first either spot or sprites need to be potted then the black) with different types of table shapes to play on. That is basic setup of the game maybe also introduce power ups not entirely sure yet. This would be produced on unity again due to lack of work based around unity that have done and also the possibility of selling this game on an android phone.
Improve previous projects: this as stated is basically to either polish and/or depending on the project included extra which was intended in the final result. in the case of the honors project the introduction of harmonic motion is necessary.
Advanced shadow mapping: one of my ideas for the honors project which i would like to continue. in this case i want to get the shadow of the object to be bound to the light source and the position of the light will affect where the shadow is positioned. This is the basic setup but further work would include the effects of the distance between the object and the light source which will affect the shadow. This means the shadow will contort stretch and fade depending on the distance between the light source and object position. I would also like to further this by adding multiple light sources which each have there own shadows which are drawn to the scene also with the multiple light sources i would like to get the light capable for canceling other shadows by there own light source. I'd try to do this using directX as i have a limited amount of work using directX and also older work involving shadows in directX.
Crazy snooker: This is a full game idea i plan to do this is basically a game of snooker with the same rules of snooker (first either spot or sprites need to be potted then the black) with different types of table shapes to play on. That is basic setup of the game maybe also introduce power ups not entirely sure yet. This would be produced on unity again due to lack of work based around unity that have done and also the possibility of selling this game on an android phone.
Monday 2 May 2011
finalised update
again an update on my work. i have decided to stop adding things to my project and work mainly on my dissertation. Since last time i have added in a basic user input (being able to move the object, change its radius and mass) and have inputted VBOs.
i still have some work to do with the program which needs to be fixed. The first problem is that while the VBOs work the grid isn't draw correctly this cause the indices used go line by line and not quad by quad which is the way the triangle strip way works. This needs to be fixed and also the text would be helpful but not all that necessary so if i can text working would be create as well. I will also need to comment and clean up most of the work.
i still have some work to do with the program which needs to be fixed. The first problem is that while the VBOs work the grid isn't draw correctly this cause the indices used go line by line and not quad by quad which is the way the triangle strip way works. This needs to be fixed and also the text would be helpful but not all that necessary so if i can text working would be create as well. I will also need to comment and clean up most of the work.
Monday 18 April 2011
Object update
From previous updates i mentioned that i was going to attempt to get multiple deformations taking place at once unfortunately due to problems with writing the normals in the shader caused too much trouble to fix as of the time and will hopefully be looked into fixing later if times allows it.
Instead i worked on getting objects to fall onto my surface and then transfer the energy that they have accumulated to produce the depression in the surface. The values which were used to cause this depression was the radius of the object, the mass of the object and the velocity of which the object was traveling at when it hit the surface.
Both the radius and the mass of the object are constant values and thus isn't effected by the actions in the program. The velocity however isn't a constant and changes through use of specific equations dependent on what the object is doing. In the case of the program the object is being dropped from a specific distance and is effect by the following equation:
velocity = gravity * time
This is the standard equation to find the velocity of an object as it falls from a distance and the further it falls the faster it will go. In this project the surface and object is based in a vacuum so there should be no air resistance effecting the object what so ever.
Now that the depression of the surface is effect by the surface i need to get the reformation working with it as well as at the moment when the reformation takes place the center value of the circle algorithm is lost and the whole surface returns to its original state. this needs to be fixed. After that i may attempt to get the object to be thrown into the air by the elasticity of the surface or try to get multiple depressions working. I will also need to consider spending some time adding in some more optimization in the program so that it can have larger elastic surfaces and use less memory for its usage
Instead i worked on getting objects to fall onto my surface and then transfer the energy that they have accumulated to produce the depression in the surface. The values which were used to cause this depression was the radius of the object, the mass of the object and the velocity of which the object was traveling at when it hit the surface.
Both the radius and the mass of the object are constant values and thus isn't effected by the actions in the program. The velocity however isn't a constant and changes through use of specific equations dependent on what the object is doing. In the case of the program the object is being dropped from a specific distance and is effect by the following equation:
velocity = gravity * time
This is the standard equation to find the velocity of an object as it falls from a distance and the further it falls the faster it will go. In this project the surface and object is based in a vacuum so there should be no air resistance effecting the object what so ever.
Now that the depression of the surface is effect by the surface i need to get the reformation working with it as well as at the moment when the reformation takes place the center value of the circle algorithm is lost and the whole surface returns to its original state. this needs to be fixed. After that i may attempt to get the object to be thrown into the air by the elasticity of the surface or try to get multiple depressions working. I will also need to consider spending some time adding in some more optimization in the program so that it can have larger elastic surfaces and use less memory for its usage
Friday 15 April 2011
falling objects research
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