Project Blog Link
The Procedural Editable Terrain Project is a project I started at the beginning of 2011.
The goal was to create terrain which would act as real terrain - be able to be dug, destroyed, and reshaped.
The goal was also to create this terrain entirely procedurally, without any custom design what so ever.
Those goals have been met - currently the project simulates a planet of varying radius (tested with a 100km raidus), that allows
editing of the terrain, and efficiently stores the changes, so they are persistent. There are also several biomes, realisitcally
distributed over the planet's surface, ranging from desert to ice.
The terrain is genereated through several octaves of perlin noise, and each biome has its own unique defining terrain characteristics
as well as its own material assignment and distribution.
The planet as a whole has a realistic day/night cycle, with an actual sun that maintains half the surface lit. Here is a demonstartion
of the terrain on a very small planetoid (about 100m in raidus):
The collision with the terrain is calculated on the fly, so it matches any actual changes that the terrain experience.
The whole engine for the project was build from scratch - from the rendering, to storing data, to physics - it was all custom made.
The human animation project is a part of my effort for a complete game engine. Just as the PrEdiTer project above,
the Human Animation project was started from scratch.
The project allows two major things:
The animation of a human skeleton via a frame-by-frame method, and the automatic attachment of any given model to the skeleton
which then allows the animations saved for the skeleton to be applied to the model.
Here is the skeleton animation interface
And this is the automatic model-skeleton attachment process yields (parts are colored as per their attachment per bone):
This is my work for CAGD class at ASU. It now consists of 2 separate projects all put in one program.
Project 1 includes two parts: A composite bezier curve rotation, and a Blended Surface who's
edges are composite bezier curves. All data is generated on the fly, with various paramers under user
control. The resulting surfaces can also be exported to a .off file, and viewed with programs such as
Project 2 is about bezier surfaces, and bezier surfaces manipulation. Part A/C includes affine transformations
applied to the famous Utah Teapot. This includes scaling, rotation and movement.
Part B shows a tri-linear morph of a Utah Teapot. These too can be exported to .off files.
And finally, here's a starship (resembling one from a certain TV series) that can be constucted from within my program. The starship is composed entirely from the Utah Teapot parts, each manipulated from within my program. You can try it yourself if you download the program.
Both project 1 and 2 are wrapped in one .exe file, and you can choose which one to work with when you run it.
Project 1&2 zip file