Tuesday, December 29, 2015

Leaning and Hyper Speed

Today was a day for me to get a little more work done with the Unity EEG project. The next step in input was to set a Hyper Speed (or a fairly fast speedy force) on the ball if enough rewards were given. Luckily, the negate reward coroutine was perfect for tallying up the amount of reward events and applying the necessary force. I just had to be careful not to make it look like a jump; the direction had to be the direction the ramp was following, not just a simple Vector3.forward.

As for another portion of the Infinite Ball roll, I was also tasked with creating a leaning object. This required a force to be applied to the ball at a certain threshold, waggling around without exactly falling off.

Along with that, I was also asked to see if the Unreal HTML5 projects can be used similarly like we are using the Unity Web Player now. Can it be done? I'll have to find out.

Almost done with studying as well! Went over plenty of move semantics, perfect forwarding fallacies, and universal references before making a start on lambda expressions.


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