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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

Expedition Coat for ladies by BlakOpal Designs. Features advanced materials and cloth physics

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