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Start of Masters (September 2013 - November 2013)

26/11/2013

 
Since my last post, way back when, there have been quite a few developments.

First off, my Ludum Dare results came back.
Sadly, while I was happier with the resulting game, the results were lower this time than my last submission:

Coolness 79% (up 11% from #23)

#466 Humor 2.40 (down 0.89 from #23)
#847 Theme 2.83 (down 0.47 from #23)
#890 Fun 2.50 (down 0.03 from #23)
#923 Audio 1.50 (There was 0 audio in the games so…)
#951 Mood 2.16 (down 0.52 from #23)
#994 Innovation 2.30 (down 0.51 from #23)
#1016 Graphics 2.10 (down 0.12 from #23)
#1068 Overall 2.43 (down 0.18 from #23)

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Honours Project (September 2012 - May 2013)

26/11/2013

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This is going to be a biggie. I'll be containing my full flow of work in this post.


Over the summer, certainly off the back of my last project detailed in this blog, I’ve been turning around in my mind the concept of expanding from a single planet. Typical of my imagination, the task I envisioned wasn’t particularly on a small scale.

I want to make the universe.

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3rd Year Procedural generation (January 2012 - May 2012)

26/11/2013

 
These following posts span my later half of my 3rd Year at the University of Abertay Dundee when we were studying procedural generation and post processing effects.

I was initially tasked with creating a flat mesh to represent a terrain. It was advised to create an algorithm which created a diamond pattern. After sketching out a plan and trying to work it out in my head, I went on to code out what I thought would make the correct mesh. To my amazement; it was spot on. The only issue was that I was only using a vertex buffer, which not only meant there was up to 8 vertices at any one point, but also, randomly offset vertices would result in a broken surface.
So I went about editing my code to include an index buffer, which to my despair meant recalculating my algorithm, however with the basic principles in mind, this wasn’t too hard and I soon managed to recreated the same grid:
Picture

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