As for today, I also went through the latter parts of the the Unity shading tutorials, managing plane shadows and nonlinear deformations. The specifics of nonlinear deformations weighted the average between the two vertices to bend objects toward the vertices of another object. This can be applied to, say, a corset on a character figure, or a cube jankily trying to bend toward a sphere. Both examples of the nonlinear deformation and plane shadows are shown below:
An account of pain, struggle, and amusing discoveries found in a man's quest for game programming style and finesse.
Tuesday, October 13, 2015
Day 51: Interim to New Prototype and Midterm Craze
Phew! Today had a particularly tough midterm. I won't go into the details due to its test-like nature, but I will say it involves finding elements of thousands of bytes of data (mean, mode) that require a lot more than a single loop to manage.
As for today, I also went through the latter parts of the the Unity shading tutorials, managing plane shadows and nonlinear deformations. The specifics of nonlinear deformations weighted the average between the two vertices to bend objects toward the vertices of another object. This can be applied to, say, a corset on a character figure, or a cube jankily trying to bend toward a sphere. Both examples of the nonlinear deformation and plane shadows are shown below:
What next? Plenty. The next prototype is upon us and I have plenty to learn from mouse controls.
As for today, I also went through the latter parts of the the Unity shading tutorials, managing plane shadows and nonlinear deformations. The specifics of nonlinear deformations weighted the average between the two vertices to bend objects toward the vertices of another object. This can be applied to, say, a corset on a character figure, or a cube jankily trying to bend toward a sphere. Both examples of the nonlinear deformation and plane shadows are shown below:
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