Archive for December, 2008

Convex hulls

What kind of freak would code things on Dec 31st? That’s right, it’s me.

So. Suppose you are making a game using 3D engine for graphics and 2D engine for physics (that uses convex shapes only). So, most probably, you would need to project your model onto your physics plane, find convex hull of resulting points set and create corresponding shape from that. Since today (rev 891 I think) you have one part of this done for you by sandy, namely 2D convex hull.

Check it out, and see ya’all in 2009.

Water in sandy

Frustum clipping is a feature once unique to sandy engine, that allows you to chop parts of some mesh off without modifying it. The cool thing is that you can enable or disable this feature per object, which makes it possible to simulate scenes with simple intersections, such as scenes with things in water:

 

Sandy water experiment

Continue reading ‘Water in sandy’

Golconde

A bit late to Rene birthday, but here goes any way: Golconde digital revision. As much as I like Rene’s work, an inspiration for this thing came from other less known artist, Pierrick Calvez, specifically his DIAD project (10:10 am)


Old stuff

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Oh, btw…


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