Friday, December 25, 2015

Christmas Is No Excuse to Not Program

Happy Holidays! Time to program.

Both yesterday and today I brainstormed over what to do with creating a "curved path", like my supervisors wanted. Ideally, there'd be some elegant, free spline mesh deformation tool already available with Unity to make my dreams come true.

Nah. I brushed up on procedural mesh generation and am currently in the midst of building sides of a mesh for a possible wrap-around repeated square generation to produce a track along a specific spline:


(I promise you, that's not the default Unity cube)

As for the tessellator work, I was tasked with also creating a reverse behavior on the tessellator, so that it would start spinning and crazy and displaced and slowly come back into orderly place. This required the use of Unity's Constant Force modules, with a negative-reward-based subscriber that increased and decreased a constant spinning torque on the module.

I also looked into the various uses and pitfalls  of function objects, including an interesting fact: usually, the act of abstracting code leads to extra costs, but function objects actually save more time than actual functions being sent into algorithms. Who knew?

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