My bachelor's thesis from 2010 was about generating complex 3d models for castles and city walls with as few clicks or lines of code as possible. The user can define walls as a number of 2d points and an architecture style.
Showing posts with label 3d. Show all posts
Showing posts with label 3d. Show all posts
2014-05-06
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2012-10-01
2012-09-28
2012-09-26
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2012-09-17
2012-09-10
2009-03-31
More on Formations!
I rewrote the Circle pattern to make more sense as a battle formation. One line of soldiers isn't very effective. I also added orientation so that all soldiers face outwards:
New feature: Every soldier can die and leave an empty slot.

The next step was the ability to move forward and fill the hole.


At the moment I am playing with different patterns and which slots can replace which slots and in what order.
New feature: Every soldier can die and leave an empty slot.
The next step was the ability to move forward and fill the hole.


At the moment I am playing with different patterns and which slots can replace which slots and in what order.
2009-03-28
Formations
One of my current projects is a prototype about steering, formations and pathfinding. Well, at the moment it is a prototype about steering and formations.
The goal is to have realtime battles like Total War, but thats the far future.
The current features are:
The formation calculates the target position and orientation for each character and the characters try to reach it with their steering behaviors.
Patterns:
They define the shape of the formation. I currently have:



Steering behaviors:
If you want to know more about them, look here.
At the moment I only use Arrival, but I will soon implement Obstacle Avoidance and others.
Results:
In the first image I changed the pattern from a box to a circle and in the second I rotated a box.


The white dots are the target positions.
The goal is to have realtime battles like Total War, but thats the far future.
The current features are:
- change type of formation
- move formation
- rotate formation
- dynamically add and remove characters
The formation calculates the target position and orientation for each character and the characters try to reach it with their steering behaviors.
Patterns:
They define the shape of the formation. I currently have:



Steering behaviors:
If you want to know more about them, look here.
At the moment I only use Arrival, but I will soon implement Obstacle Avoidance and others.
Results:
In the first image I changed the pattern from a box to a circle and in the second I rotated a box.


The white dots are the target positions.
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