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In order to create the road borders we developped a specific algorithm which can read all the data from the mesh.

 

The data are sorted for find which vertices are on the right or the left of the road. Then we find the angle of each bend and sort them from tight bend to normal bend. We also sorted the data in order to find the direction of the bend.

 

The screenshot shows a little tricky mindy problem found on #Unity. When we import an FBX model (from #Maya or #Max) and read the vertices data using C#, it seems the index of the vertices are sorted (on the z axis) only when the UV has not been unfold. If the UV is unfolded, all the data are disorganized.

 

DANCING WITH SWARMING PARTICLES is an interactive installation and performace that intends to explore the relationship between a physical user/performer and a virtual performer the “avatar” which has the physical characteristics of morphing flocking particles.

 

The avatar’s body is composed by flocking particles that initially float in the virtual space without any apparent order. It is through the energy of the physical user/performer’s movements that the particles will start to morph into the avatar’s body.

 

by Rodrigo Carvalho, performer Tamar Regev

coordinator : Anna Mura

Made in Specs [Synthetic Perceptive, Emotive and Cognitive Systems group] - UPF - Barcelona

[25.02.2011 - Barcelona]

  

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Made in Unity3d, using Kinect and Osceleton [www.vimeo.com/17966780]for the Skeleton tracking.

 

Watch this video on Vimeo. Video created by visiophone.

Rogue Pirate Coat for ladies by BlakOpal Designs in #sinespace - a version for men is also available

Racing games have actually constantly brought in people of all ages but for kids they have held attractions unlimited. With the auto racing ready little ones, it is feasible to let them enjoy the thrills of speed without needing to worry about them inducing an accident. Playing Online 3d Games is really turning the video gaming situation up a level. You could play it online against other players.Visit our site www.fog7.org/ for more information on 3d Racing Games

 

Video : Aqueduct (made with Unity3d)

Music : Katsuhiro Chiba (made with MAX7)

Produced by BRDG

 

vimeo.com/brdg/pulse

We have implemented a flocking behaviour for the Birds which the user can see in the second univers.

 

We used the flocking system Boids developped by Craig Reynolds in 1986. We have studied some others implementations like the one from Daniel Schiffman on #Processing or the one from Robert Hodgins on #Cinder, then we try to create our own version using C#.

 

We also add others behaviors like a focus behavior and obstacle avoidance. Each agent can only focus on a limited number of neighbors. If the agent had reach its max of neighbors he ignores others agents which could enter in its field of view

Forgot to loop the animation resulted in Superman rat!

In order to create the road borders we developped a specific algorithm which can read all the data from the mesh.

 

The data are sorted for find which vertices are on the right or the left of the road. Then we find the angle of each bend and sort them from tight bend to normal bend. We also sorted the data in order to find the direction of the bend.

 

The screenshot shows a little tricky mindy problem found on #Unity. When we import an FBX model (from #Maya or #Max) and read the vertices data using C#, it seems the index of the vertices are sorted (on the z axis) only when the UV has not been unfold. If the UV is unfolded, all the data are disorganized.

One week into my build in Unity 3D. No shadows or fog yet, and custom trees are still on the way. Stay tuned...

Screenshot from the final Univers #02

Epic/Unreal Engine's mark rein playing an unreal iPhone or Droid game while unity3d David Helgason gets ready to keynote

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