My finished AI project explaned

shark vs the universe
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noise dept.
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hello vonnie

Product Placement
EXPECTATIONS

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NASA
Sweet Seals For You, Always
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pixel skylines

izzy's playlists!

Jar Jar Binks Fan Club
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#extradirty

Love Begins

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@hollowspectersgames
My finished AI project explaned
My progress on HexEmblem! Now I can finally start to work on the actual AI this project is for :D
So here’s my next project!
A little prototype/demonstration for my AI class! I’m using my previous hexmap-tool project to build a map and I want to make a little game in a simple Fire Emblem fashion with Units and a roundbased Gameplay.
And THEN I will implement an AI!
One step at a time!
Now, I’ve finished this project!
I’ve added the zooming feature and the coloring feature. I know there’s a lot to be improved, but it’s more than enough for my uses :) On to the next!!
Progreeesssss
My progress on a hex-grid editor in Unity. You can move and highlight the hexes now! Whee!
My new love.
Just made a new Hexagon-Generator with a better conversion from hex to pixel, so it’s way more accurate. Also I abandoned the height stuff and implemented a different way. That way, every hexagon has it’s own height. We’ll see how that will turn out!
Generating procedural meshes and terrains
All my life I’ve been fascinated by generators of all kind, like generating Terrain with just lines of code and finally I’ve been diving into this realm.
I’ve been following a tutorial for creating meshes in Unity and I highly recommend it, if you’re interested in coding your worlds:
Voxel Tutorial
This is the result of the first part, where you just generate Square-Meshes and procedural build a 2D Minecraft-Style world with several layers of Perlin Noise.
Perlin Noise is a random generator, that generates not so random numbers. Cool eh?
This is the result of the 3D part of the tutorial. It’s very Minecraft-y, I know. But pretty sweet, right?!
Now, I really like to complicate things now. I’ve always fantasized with making HexGrids and procedural Hex Meshes, so I gave it a try:
(I love Unitys Image Effekts, now that they are free...)
But I found a major problem, so this is kind of like a ModelViewController pattern: I have a grid with the information (Model) and the View is the terrain. The Hexagons are generated and then “joined” together.
Reading this awesome article about hexagons, apparently I didn’t finish the whole article. In the second paragraph it says, that using the offset coordinate system is not applicable.
NOW I HAVE TO START OVER AGAIN.
Anyhow, I will update you on my progress with this topic! Later, guys!
Short techdemo of my seminar paper about Covariance Matrices and better Bounding-Objects
New equipment menu!
You are welcome to view my presentation to my seminar paper I am working on! It is exclusively in german, though. If anybody is really interested in an English version, please feel free to contact me!
Some progress on the menus. Look at my fancy fake loading screen everybody!
New Audio effects!
The first level is almost complete!
Feedback appreciated <3
Progress on my teamproject!
These are pictures from my presentation. I will have to hold a 20min presentation today about my collision bounding box topic I made the prototype for.
I've been busy and silent...
...because it's finals time. Writing exams, learning, presentations, you know, the kinda thing every student has to go through. So bearv with me!
Checkout 90s Portraits!
It's my favorite Ludum Dare Game so far, especially because of it's replayabilty and funny things to share with others!
UNITY FOR PROTOTYPING
Today I've used Unity to prototype my seminar paper, and it went pretty damn good! I've been worrying about that paper, because it's deadline is creeping up, and it's very heavy maths with things I havn't heard before... So I am kinda proud!
UNREAL 4
Also I've just installed the popular Unreal Engine 4... maybe one day I can whip up a game jam with this?
After the exciting Ludum Dare fun project, serious things are coming up.
Using my Unity skills I am working on a demo for my seminar paper. I have to compute Covariance Matrices in order to find better fitting bounding objects around an object (Point cloud).