This is my academic term group project for the computer graphics course i am taking. It’s a raytracer!

Our final version has antialiasing, motion blur, randomly sampled soft shadows, refraction and more.

I have suspended all of my other projects in favor of this one because it’s the one that I can finish in the most reasonable time frame. I’m using Unity and it is really intuitive and easy to learn. I just started about half a week ago and I’ve already made substantial progress.

What it is: Eventually it will be a mobile game released on iPhone/Android. Originally I was going to make a Flappy Bird type clone just to get used to Unity but the learning curve wasn’t as steep as expected. I have a general idea of what i want to do and it will be Flappy Bird-esque, I suppose. Maybe with a little more depth and less annoying mechanics. 

So far I have the procedural terrain generation (loosely) implemented. The white tiles are placeholders. Player movement works and basic input works (you can jump if the tires are on the ground).

the top picture turned out the best. it started as a photo of a horse silhouette with a sunset behind it. took a lot of iterations and time to transform it.

i figured i’d share some of the models i’ve done in blender too. these were all done about 2 years ago for Team Fortress 2. 

more photo manipulation! these are all images resulting from pixel swapping.

the last image is a result of manipulating only dark pixels, while the others have slightly more complex rules.

So i was a little surprised to find a whole bunch of fairly recent videos of my games in action. 

I always kind of thought the whole YouTube culture of people filming themselves playing games with friends was a little strange but it is arguably the best way for you to get exposure for a game if you’re on a tight budget (or no budget). Something to consider for all indie game developers. Give a playable copy of your product to a handful of these people and you’ll get attention.

There’s a pile of these videos!

pho to ma ni pu lation

more work.

more iterative art, all from variations on the same algorithm. business as usual..

I had some free time so I started work on my pathfinding for actor entities. Right now it’s barely functional (the actors can’t deal with obstacles yet and i need to cap path computation times).

When you select an actor then click a tile, it runs a function which computes a path to the tile (in the form of a queue consisting of tile objects). Then the actor starts de-queuing each tile and transitioning from tile to tile until it empties the queue. If a tile becomes impossible to traverse, then the actor will stop and re-call the pathfinding function, rebuilding the queue of tiles. For now, that doesn’t happen. It’s next on my todo list.

At this point i think i’m going to decouple pathfinding from actor entities and make an AI class for it because it’s becoming increasingly complex.