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  • frankiezafe 19:24 on 2017-01-11 Permalink | Reply
    Tags: , design, glitch, , , , ,   

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    Cool day today: the creation of the example.glitch was quite fun.
    The example demonstrate a bit more extensively the usage of the ogre’s compositor (see here) and the interaction with shaders.

    If you test the example, ckeck CustomApp::createCompositor: you’ll find comments about how to interact with the shader’suniform.

    The superb model in this scene is gearthing4 by shivinteger, distributed by #additivism.

     
    • xuv 00:57 on 2017-01-12 Permalink | Reply

      Wow. Looks awesome. Indeed, add some sound and it’s a finished piece. 🙂

  • frankiezafe 16:51 on 2016-12-04 Permalink | Reply
    Tags: design, ,   

    demo-pd-home-frankiezafe-forge-ogre-polymorph-engine-example-2-sound-app-dist-media-pd_716

    Designing diagram in puredata. Even if the sound is not nice…

     
  • frankiezafe 17:49 on 2016-08-30 Permalink | Reply
    Tags: , design, ,   

    Puzzle research for peel.

    In the process of searching a “why” 1, the idea of a messed up structure to reconstruct arose. As the other concepts in the game, it’s easy to understand visually, a bit more hard to describe programmatically. Indeed, once several segments will be connected, rotations will be constrained, and hierarchy tree (3d objects parenting) has to be rebuild.

    In these images, the player starts in the left state, and after rotating and connecting all the parts, he/she ends up in the right state. The images show something looking like a level, but i’m planning to add dynamically the next segments to generate the sensation of an endless puzzle.

    The puzzle starts at the bottom.

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    Axis of liberty: each start joint (in fuschia) has 1 degree of freedom.

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    Note: cluster (orange wireframe cubes) must be attached to connector or gap (for the 2 first ). Each cluster knows wich joints are presents in it. If a segment moves, the joints move with it, and potentially reach the next cluster.

    By building a slightly more complex structure and trying out joint rotation with connected segments, collision issues starts to show up!

    overall-structure-20160930-liberties-002-text

    First try could be solved by shortenning a bit the segments:

    overall-structure-20160930-liberties-003

    But these issues can not be quickly fixed:

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    Enabling and disabling liberties is a crucial point in game mechanics, and will not be easy to calculate… At least, i don’t have the solution popping out right now.

     
  • frankiezafe 16:08 on 2016-08-08 Permalink | Reply
    Tags: design,   

    Flat design for #ogre #UI.

    To enable, just replace the standard SdkTrays.zip with PolymorphTrays.zip. It still needs fine-tuning, sliders style for instance.

    Before:
    screenshot08082016_155317589

    After:
    screenshot08082016_170451428

     
  • frankiezafe 22:51 on 2016-07-26 Permalink | Reply
    Tags: design, ,   

    Design of startup dialog for ogre : it might seems unrelevant, but i’m quite glad to have change the background image and colors of this window. I feel more at home 🙂

    Selection_991

     
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