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  • Louise 17:56 on 2016-09-17 Permalink | Reply
    Tags: , , graphics   

    First sketches of a new project.

    We are starting a new project called TUNING SCORES, in collaboration with Contredanse and based on the work of the choreographer Lisa Nelson, who developed with a group of dancers, an improvisation technique using both movement and verbal calls.

    TUNING SCORES is an intriguing way to investigate fundamental elements of performance, movement behavior, and communication, altogether. Through these, we communicate our desires, our imagination, and our memory, in a shared image space.

    We will turn these improvisation tools into a “video game”!

    These are the first sketches..

    test-20160914
    untitled

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

    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.

    overall-structure-20160930-002

    overall-structure-20160930-001

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

    overall-structure-20160930-liberties-001

    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:

    overall-structure-20160930-liberties-004

    overall-structure-20160930-liberties-005

    overall-structure-20160930-liberties-006

    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 12:04 on 2016-08-24 Permalink | Reply
    Tags: , graphics, ,   

    Shadows, at last!

    Due to some tiny errors in the shaders of the ShadowsV2 sample, it has been quite tricky to make PSSM shadows work in the example.

    Not sure yet how this will behave with transparency and skinned meshes + borders require a bit of blur, but cool for now!

    screenshot08242016_125517735

    screenshot08242016_125457418

    screenshot08242016_125541686

     
  • frankiezafe 11:47 on 2016-08-13 Permalink | Reply
    Tags: graphics,   

    Glitches in #ogre3d.

    By disabling the clean up pass in the compositor, nice results begin to show up! Note that the UI is not accumulated (the white cross for instance).

    screenshot08132016_124341642

     
  • frankiezafe 16:58 on 2016-08-07 Permalink | Reply
    Tags: , , graphics, ,   

    Too much complexity.

    On the way home yesterday, i sketched the required modification to make to the joint generation algorithm to generate normales. And, sadly, i came to a point where the hours of works and analysis involved were too high, taking into account that this technique requires a shader to animate the model (another tricky point). The whole idea of generating everything programmatically is sexy, really, but i’ll drop it for now.

    Today, i opened blender 1h30 ago, and here is the result: object is UVed and boned, ready to be animated and will react correctly to lighting.

    joint-in-blender-cropped

    About generative objects, an old idea is running my brain for a while: it will come back soon!

     
  • frankiezafe 18:58 on 2016-08-05 Permalink | Reply
    Tags: , , , graphics   

    UV coordinates generation.

    End of the week and a bit disapointed: i didn’t finished the joint generation. Manipulation of memory using OGRE_ALLOC_T, MemoryDataStream & DataStreamPtr is tricky. The idea is to generate the texture on the fly, for each new joint. Therefore, i couldn’t achieve the uv calculation… The top faces are ok, the other ones have to be done.

    mesh-joint-uvs

     
  • frankiezafe 19:06 on 2016-08-03 Permalink | Reply
    Tags: , graphics,   

    Generation of mesh, material and texture.

    Thanks to the #MadMarx tutorial, BaseExample now demonstrate how to generate elements at runtime.

    In the screenshot here below, the central square with the green/red gradient has been generated, not loaded from the disk.

    OGRE Render Window_658

    Source: http://www.ogre3d.org/tikiwiki/tiki-index.php?page=Mad+Marx+Tutorials&structure=Tutorials

     
  • frankiezafe 19:56 on 2016-07-14 Permalink | Reply
    Tags: , graphics,   

    Graphical research regarding the lighting + different types of elements that might be useful.

    modules-with-lighting_001

    modules-with-lighting_002

    modules-with-lighting_003

     
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