Friday, March 22, 2013

Graphics Assignment 9

This assignment was pretty easy and I did not have any major problems completing it. There was a time when my objects would reflect everything even after setting the reflectivity to zero. I fixed that by negating the camera direction.

Here's the code.
Download

My effect turned out really cool. It starts of as a wobbly mass and slowly transforms into a sine wave of increasing frequency.





Instructions
- Move the light in the x and y plane using W,A,S,D
- Move the light forward and backward using R,F
- Move the camera using the arrow keys.


Changes:
- Modified the scene file format to hold the environment map.
- Modified the material format to hold reflectivity
- Added a new effect, vertex shader and fragment shader for the transparent wobbly effect.
- Made changes to the renderer flow so that the opaque entities are drawn first and rendered to a texture, which can be used by the translucent entities to perform interesting effects.

PIX Screenshot




Thursday, March 7, 2013

Graphics Assignment 8

This assignment was pretty cool and my meshes looks really awesome, especially the medieval looking cube.

Here's my code

Changes:
- Modified the vertex format, mesh file format, MayaExporter and MeshBuilder to add support for tangents and binormals.
- Made changes to the MayaExporter so that the mesh exported is left-handed.
- Modified the material format, to hold normal map texture.
- Changed vertex and fragment shader to calculate light based on the normal map.

Instructions
- Move the light in the x and y plane using W,A,S,D
- Move the light forward and backward using R,F
- Move the camera using the arrow keys.

Screenshot ( Man, that medieval wall texture looks awesome. ) 


Friday, March 1, 2013

Graphics Assignment 7

This assignment was really cool, I was always interested in implementing transparency and I had no idea it would be so easy. 

I did not have to make any major changes to my project which was awesome, because I was already storing RGBA values for everything since Assignment 2. 

Here's the assignment. Everything works.

Changes:
- Added a bunch of new fragment shaders, effects and materials for different kinds of transparency.
- Changed the format of the .effect file to add support for render state.
- Changed the format of the .material file to hold the object's uniform alpha value.
- Added two entity lists for opaque and translucent entities.
- Added a new sorting algorithm for sorting translucent entities based on their distance from the camera.

Controls are the same:
- Move the light in the x and y plane using W,A,S,D
- Move the light forward and backward using R,F
- Move the camera using the arrow keys.

Screenshot

PIX Screenshots



Gate 1

I was obviously disappointed that our game Ludology did not make it through because we had invested so much time into the game and had gotten attached to the idea.
I was also annoyed about the fact that I had spent so much time understanding CryEngine and had finally gotten a hang of CryEngine, and after all this I will have to work with Unity.
Moving on, I have decided to join the Co-signers team because I found their idea interesting from the very start and I personally think it is more fun than Vinyl. Also, the hacker side is to be made for the iPad and I thought it would be a good opportunity for me to be able to utilize my iOS development experience in porting it.