Tuesday, December 22, 2015

Extra Pointy Pausing

Today was a day to further some interesting progress on the negative side of the EEG software input; instead of representing a specific amplitude and threshold of inhibitor wavelengths, I was tasked with creating a negative reward system; if the rewards aren't coming fast enough, negative rewards (i.e. reversal of reward effects) start happening. In that case, I came back to my old friend (the coroutine) and set a timer to negate rewards after a set time. If the rewards come fast enough, the scene works nicely. I even repurposed some classes like the color changer of the sky to go towards a negative color upon negation of rewards.

I also starting fitting some of the other EEG software events with the Unity game, including a pause screen that only unpauses when the EEG software unpauses its system:


As for another step in the next application, I also looked into setting a displacement shader with tessellation values. By extruding the vertex in the direction of a specified normal displacement map (with extra vertices from tessellation!), one will be able to achieve an interesting effect over time with the reward system soon:


And as for studies? Never think that a vector<bool> is anything that actually contains bool objects. Nay, it contains bitfields. Try a deque<bool> instead.

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