Energy Sphere
seen from China
seen from China
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seen from United States
seen from United States
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seen from Malaysia
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seen from United States
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Energy Sphere
Bloody tears
Particles and Pixel Effects
** Warning: The video above contains strobes and strobe-like effects. **
This video demonstrates the use of my Particle Generator, full-screen Pixel effects, as well as depth between sprites and the horizon, and differing AI's stemming from a base Sprite class.
Particle Generator
For the Particle Generator, I created a function that allowed the creation of dynamic particles. This function allowed control of:
the texture of the particle
how long a particle lasts
starting and ending colors of the particle
movement behaviors
velocities and friction
frequency of particle creation
Some examples in the video of the Particle Generator is the Rabbit's after-image, the Professor's "thought-process steam", and the King's "fireworks explosion." This allows for a diverse and interesting display of particles for individual AI's and events.
Pixel Effects
For the Pixel Effects, I used the Graphics Card on the computer and with HLSL, created a variety of effects. The effects shown are, respectively:
Colorful Strobe: affecting each pixel to be a random color
Grey-scale: changing each pixel to become grey
Red Channel: changing each pixel to only show their red RGB color value
Blur: changing each pixel to appear "blurred" if not in a radius around the center of the screen
Strobe: changing each pixel to black and it's actual color quickly
Pulsing Darkness: changing each pixel to black and it's actual color slowly
Darken: changing each pixel to a darker value
Depth
The program demonstrates the depth using the horizon (an x value) as a point to relate to. The closer/farther each sprite came to that horizon, the smaller/larger they appeared on-screen. As well as changing sizes, each sprite would move behind/in-front of other sprites depending on their current position from the horizon. This was done by comparing the sprite's "base box" around their feet with one another.
AI Variation
Lastly, the AI system used a base Sprite class that contained variables such as the sprite's speed, texture, and behavior on how to move. Extending this base class, I was able to create a variety of different AI that had various characteristics. Some examples of the different AI are Feng the giant, AI with a larger texture and slower speed; the Rabbit, who created after-image particles and moved faster than most; and Zork, the yellow character who moved more rapidly than the other AIs. With this system of diverse AI's, it is easy to create characters who appear to be different, yet contain a similar framework with the other characters.
"The People" was a program created for my Graphics class in the Fall of 2013 at Champlain College.
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