Peel

Looking for loops in networks It’s seems very…

Looking for loops in networks. It’s seems very simple, but when i’ve started to search for a programmatic way to solve this, you ends up with a kind of complexity that seems much too high compared to the problem. After a bit of research, i found the Rocha Thatte method. It is a very elegant

Finding cycles in networks Since several days i…

Finding cycles in networks. Since several days, i was trying to solve a problem that will occur in #peel: how to broke a connection when the connection is part of a “cycle” (i’ve called it “loop” until now). This problem is illustrated here: The beginning of the answer is in wikipedia and uses graph theory

Polymorph weekly news #6

If you’re following this series of weekly news, you’ve noticed there hasn’t been any for the past few weeks. I apologize for this. It does not mean Polymorph was on hold or that I lost contact with the team, but I just did not have much time to write a post and do the regular

Navigation along the structure After some refactoring the…

Navigation along the structure. After some refactoring, the system starts to behave nicely: objects position, size and orientation are described in an xml, much easier to modify gaps (the space between joints, marked by a white sphere), are rendered automatically by the engine camera rig (a hierarchy of objects including camera and lights) is able

Puzzle research for peel In the process of…

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

Playing with reverb linked to camera position For…

Playing with reverb, linked to camera position. For peel, the reverb should increase a sensation of emptiness, and rotations around the tube will make the sound vary. Later this week, Daniel will make investigate this topics. PURE DATA: 33 Reverb and Delay on youtube By the way, the new way of puredata to manage addons

Game logic on its way tube is closing…

Game logic on its way: tube is closing correctly, only when top and bottom are aligned. No time to make a video today, so i post a serie of 3 pictures showing the connection animation, programmatically validated. For those who like schema, here is , in a very abstract form, the relations between objects.

First video for peel in #ogre3d All interactions…

First video for peel in #ogre3d! All interactions goes via a cross allowing 4 actions. If the player press the top half of the screen, he/she manipulates the top part of the tube. If the player press the bottom half of the screen, he/she manipulates the camera. peel – game, first touch and feel from

Starting to feel the love As explained yesterday…

Starting to feel the love! As explained yesterday by @xuv, #ogre3d learning curve is stiff. This morning, i started to customise the compositor. The idea is to be able to change the background color of only one part of the screen. To do so, i just added one node in the compsitor workspace, before the

Time to dig into the hardware skinning and…

Time to dig into the hardware skinning, and shadow casting… Sides of the elevated cube are not black, texture wise, but the engine didn’t received any information about the need for an update. Therefore, using a shader for the shadow is mandatory.

Too much complexity On the way home yesterday…

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

Joint version 1 uvs are nearly ok The…

Joint version 1: uvs are (nearly) ok. The error in vertices calculation is to have only one vertices at each corner on the bottom plane. This involves have only 1 uv coordinate for these vertices, where 2 are required – see uvunwrap here below. Each joint can receive a configuration to deform the height of

Polymorph weekly news #3

Going for the third week now, I scheduled an appointment with @balt, the second developer of Polymorph Engine. I never met Balthazar and so this was more an introduction meeting and a discussion to get to know each other. The other reason is Balthazar has tasks to do on the Polymorph Engine but he has