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This is the first test of the communication between my dash software made in unity 3D controlling LEDs from an Arduino Uno. The end result naturally is that if you can light an LED you can activate devices more powerful through the use of optocouplers or Darlington Array I.C.'s and Relays. This is very cool :)
Rogue Pirate Coat for ladies by BlakOpal Designs in #sinespace - a version for men is also available
Visit Virtual Dubuque at dubuque.archvirtual.com
Virtual Dubuque is a part of the Virtual Cities initiative by Arch Virtual www.archvirtual.com
Bettie Outfit bundle for female avatars in #sinespace includes short skirt, long skirt, top, and underwear. By BlakOpal Designs.
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.
Bettie Outfit bundle for female avatars in #sinespace includes short skirt, long skirt, top, and underwear. By BlakOpal Designs.
This is a preliminary shot of my first build in Unity3d. It will be a landscape with the shameless display of my company's logo elements- Earth, Fire, Water and eventually, Air. Once the major elements are installed, I will add in the vegetation, sound and particle elements, which have been waiting in the wings...Stay tuned, more to come!
Concept design and 3D modeling by Jon Brouchoud:
HQ build for Gronstedt Group, built with Unity3D and Maya
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.