Tagged: algorithm Toggle Comment Threads | Keyboard Shortcuts

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

    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 18:58 on 2016-08-05 Permalink | Reply
    Tags: algorithm, , ,   

    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 12:12 on 2016-08-05 Permalink | Reply
    Tags: algorithm, Inkscape,   

    Algorithmic object creation.

    The work started yesterday wit @balt starts to fall into place. All vertices are generated at the right location and in a logical order (see right part of the image), making it possible to construct the faces “easily”. But it’s anyway a hell of +, -, * and % 🙂

    Selection_662

     
c
Compose new post
j
Next post/Next comment
k
Previous post/Previous comment
r
Reply
e
Edit
o
Show/Hide comments
t
Go to top
l
Go to login
h
Show/Hide help
shift + esc
Cancel