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Showing posts from June, 2017

Week-5 Some interesting things

This week we have started work on the technical document although we will only fill in the sections required & finish the document before the submission. Apart form the documentation I have been looking into creating terrains without having to do it manually using the brushes & came across height maps. Finding height maps is not easy as they require certain information, for example if the resolution of the height map is 512*512 pixels it is actually 1+512*1+512 as the extra information is stored in the height map. Another thing I have looked over is converting the newly imported terrain into a lowpoly one using animation software’s such as 3ds max & blender although I feel that blender might be a better option based on the video I have looked up which is linked below (Akhter/Youtube, 2015). Akhter/Youtube, S. (2015, December 11).  Quick Blender Unity Tutorial: Low Poly Terrain [Video file]. Retrieved from https://www.youtu...

Week-4 The approach

For this week we have re visited our basic game idea and refined it further with difficulty, the further you go into the valley the more the difficulty increases. I have also finished night and day cycle although our lecturer said I should redo it thus I will be redoing the night & day cycle with a different approach. After going over some of last weeks research I have decided to use the lights intensity & the amount of time in a day to make the day & night system in comparison to the previous approach which seems like the easy way of doing it . After completing the system, I have started working on the technical document for the project which seems to be pretty long. Luckily I don’t have to write it from scratch as Sae has a template of it on Moodle thus I have to just fill in the sections which makes my work slightly simple. For our classes this week we have had a recap on flocking AI & how basic obstacle avoidance works. At firs...

Week-3 Not much done

For this week I was mainly looking into working into the rain system, it seems to be a simple approach but It never is & I was right. After looking into simulating rain I learnt that the way I was looking to make the rain would cause performance issues where in there would be loss of frames per second. Although the performance loss was there I found a way around that by making the particle system only work in a smaller area rather than the entire terrain. The performance increase gave the project a pretty good performance boost although the particle system looked more like a waterfall than actual rain but after a little bit of trial & error I have the rain system working. The rest of my week was used up in order to look into the night & day cycle & what would be the right approach, after looking up various system I decided to have the simplest system which is using rotating two game objects so it looks like a day & night cycle.