Reflection: These two weeks we did soft-body physics and mesh creation then deformation. This was a very blurry week for me as I was doing part time jobs in between, so I was forced to miss classes. Soft-body physics is basically replicating physics on objects that should deform, hence soft-body. This takes into consideration of external forces such as push, pull, tear, squish and bend (Danevičius et al, 2018). We mostly use this in games and films, but for the sake of our course, we learned how to apply it in game. We first were taught how to do it the easy way by using Maya then the hard way by hard coding it in unity. The basic breakdown of this is that we manipulate the vertices of the object whenever something happens to it. This can be applied on solids like springs which uses the mesh of two or more objects to be the end nodes. From what I understood, the mesh can be manipulated in a way that the section of the mesh that’s facing the other node, on both nodes, would stretch or act as a pivot (like a spring locked onto a wall) when one end is moved. This essentially follows Newton’s Laws of Motion. We learned a more complex version of this and that’s mesh creation and deformation. I say creation since we learned how to make the mesh using triangles with vertices, then made quads using those triangles. From memory, we had made the triangle by going through an array of indices to indicate which vertex goes where. Then we learned to deform it after we built a mesh that we managed to texture with a default texture. It was similar to soft body where we manipulated the vertices to change position when a collision is detected. I still have a lot to learn and research on these two concepts, so I plan on doing that for mesh during the break, and I’ll research soft body during the semester. Studio Team: During week 3, we met up to clarify our game’s actual mechanics since we still weren’t clear on what we were doing. We did decide that we were all going to be in one team of 3 programmers and 2 designers. We programmers met up with one of the designers to further discuss the scope of our game. We met up and clarified the mechanics, the perspective and the gameplay. Week 4, we met up again to talk about the task breakdown for everything we needed to do, and we covered the mathematical equations we would be using for the mechanics that we discussed: damage, resources gathering and storing. We struggled with coming up with the storing algorithm since we couldn’t properly find a work around the issue with having more than one storage building. Both our game designers we both present, but only one managed to constantly give in input while the other was busy tending to other areas of his work. Reference(s):Danevičius, Edvinas, Maskeliūnas, Rytis, Damaševičius, Robertas, … Marcin. (2018, December 11). A Soft Body Physics Simulator with Computational Offloading to the Cloud. Retrieved December 20, 2019, from https://www.mdpi.com/2078-2489/9/12/318/htm.
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