08-14-2018 07:53 PM
08-19-2018 05:46 PM
08-19-2018 06:46 PM
08-19-2018 06:53 PM
08-19-2018 09:09 PM
This week my partner worked on building the 3D assets for
two other scenes. He finished all the assets for the Grandma’s House scene,
which looks great. He also began working on assets for the Apartment scene.
While he did this, I worked on baking the normal maps and textures for the
Basement scene. I finished texturing all the static objects and got the models
in Unity. I then set them up and the Basement scene is looking really good! Looking around, I might add another painting for the wall or something else to liven up the space, but overall, it is perfect for the specific memory sequence.
Next week, I’ll work on getting the actors in the Basement
scene. My partner started working on the animations for the actors in that
scene, so hopefully we can get those completed as well. Once that's done, the Basement scene will be completed. Additionally, I started a list
of sound assets we need, so I’ll start looking or recording later next week.
Thankfully, we are on schedule for having a prototype by the
end of August. I can’t wait!
08-19-2018 09:39 PM
08-19-2018 09:52 PM
08-19-2018 09:57 PM
This week was fairly productive. I got our locomotion in VR working with the touch controls, though there are a few more tweaks I want to put in like snap turning. I’ve got our firing weapons working too. The guns are really prototypy right now but Mike’s working on getting our bladeguns connected and modeled (the gunblade mechanic can both shoot and block projectiles, very cool!). Mike’s also working on our Gaia environment, and while that environment will be appearing in the final demo I’m simultaneously building out the environment in Gaia as well. The reasoning behind this is the fact that it’s a bit faster to build rough terrains in the Unity terrain generator than Gaia, this allows me to quickly get an idea of how the environmental spaces affect gameplay in VR and I can give Mike fast and timely feedback on how to build out the Gaia terrain. With a little luck we’ll be done with the terrain by the end of the week. I’ll be moving onto AI soon (like within the next few days).
That’s all I’ve got for now, have to get back to work!!
08-19-2018 09:59 PM
Title
Trying To Laugh At This
Graphics
Trying To Laugh At This is procedure and shader heavy, so I learned how to draw and animate procedural geometry. This was new to me, so I stepped back from particles and began drawing triangles. My work is here:
https://github.com/ATL3Y/TriangleTests
Test 1: Drawing a Triangle with a Mesh
Instantiated a mesh
Passed in one triangle
Test 2: Drawing a Quad with a Mesh
Instantiated a mesh
Passed in two triangles
Test 3: Drawing a Triangle Procedurally
Created 3 verts, normals, and uvs
Passed these 3 points to custom shader
Drew in OnRenderObj using MeshTopology.Triangles
Test 4: Drawing a Quad Procedurally
Created 6 verts, normals, and uvs and passed to shader
Drew in OnRenderObj using MeshTopology.Triangles
Test 5: Drawing a Plane of Quads
Each quad has 4 verts, 2 triangles, 6 points
Built out quad/point properties. I wanted scale and color to function as debugging.
Test 6: Animating a Plane of Particles on the CPU side
Each frame I’m:
Update quad pos
Update vert and point properties
Set material
Set data in the compute buffer
Render the object
This is ~124fps with scene view open on a 1060gtx and my target is ~250fps atm. I think I should be animating on the gpu, possibly in the shader, possibly by grabbing the data from a separate compute shader, like doing a physics pass on the gpu and then a rendering pass.
Next steps are to:
Separate / optimize physics
My a flock - type algorithm with noise for a sandstorm
Test with more particles
Learn to apply one texture per quad
08-19-2018 11:37 PM
WEEK 7 (8/13-8/20)
Summary
Layed out complete models for SC02: Cubic Tunnel
Added temporary models/textures to the scene
Added puzzle lever mechanics
Modeled buildings for SC04: Rainy Lands
Modeled Entrance Gate for SC01
Re-modeled kelp for SC03: Aqua Jungle
Blocking animation for Loxa and Quama
Concepts for street signs
We've made a lot of progress in putting the game together this week. The base layout for SC02 is complete and the puzzle mechanics are almost complete too. Laura has been modeling more buildings for SC01: Entrance Gate and SC04: Rainy Lands and Megan re-modeled her kelp model this week. Chana is currently working on designing some street signs to fill up the environment for SC04: Rainy Lands. Haley is working on the blocking for Loxa and Quama this week, and will finish up the animations for SC03 in a week or two. We finally have some in-game visuals to show this week!
Screenshots from SC02: Cubic Tunnel:
08-19-2018 11:38 PM
Was excited to submit the midpoint checkin.
Then, this week was all about avatars and animation.
I made great progress on one of the key scenes in my
experience which involves 30 different animations. I had to do a lot of tweaking and
debugging. I had several different
issues but was really pleased when I finally resolved them all through research
and observation. I blended multiple
pre-set animations and figured out how to unlock them so that I could slow them
down, change the curves, etc. The final
result is quite surreal, and I love the effect it has on the viewer in VR.
Also worked with 3 different avatars, editing them both in
blender and Medium!!, altering the UVs and textures and making final
selections. It’s incredible how one
person can be scanned in so many different looking ways. And it’s
amazing the alterations and additions that you can make in Medium.
I am having a persistent issue with the skin not appearing
on one of the hands of the Oculus standard package avatar. I asked our Friday guest speaker about this
a couple weeks ago and he validated that it was indeed a known issue. I
wonder if anyone else in OLP is having it.
See screenshot. I tried
un-installing and re-installing the Oculus packages but that did not help. Appreciate if anyone in the group has any
thoughts. Everything functions, just the hand is invisible because there is no "skin."