In 2018, Ithaca College is going through a review process of the Integrated Core Curriculum, or ICC, its general education program introduced in 2013. We placed a large emphasis on the visualization aspect of the project. This gives us a way to understand the big picture and trends as a whole, rather than simple summary statistics. I was able to build several network-based models of IC with this data. obj fileįor the summer of 2018 I worked with Ali Erkan, Professor of Computer Science at Ithaca College, doing research on Ithaca's course enrollment data. This produces a pair of assembly files that can be linked in alongside an. The awesome music was composed by Adam Lastowka using (mostly changing swizzles into function calls). This let me copy and paste the world SDF with minimal tweaks Vec3, vec4, and a number of glsl builtins. Part of this process was defining a lightweight header file defining vec2, The physics is a very lightweight engine simulting spheres in a world defined by the same SDF thatĭefines the world's geometry. When appropriate, shadow rays and a reflection ray are also casted from the initial ray The rendering is done by raymarching through This shader uses a number of signed distanceįunctions (SDFs) to define the world and its geometry. All of the rendering takes place in aįragment shader. Omnibar was created almost entirely using C, C++, and GLSL. Abby Welsh: Everything else (graphics, mechanics, physics, gameplay).Adam Lastowka: Audio, base SDF raymarcher.Or sacrifice your speed to save your health by playing cautiously. With a single bar that's your health, ammo, and xp bar - sacrifice your health by playing aggressively, I decided to implement this theme by creating a simple first-person shooter Particularly excited about the graphics work we had been doing on it. Make my entry under 64kb, as Adam and I had recently started Upload more videos as further portions are complete.Īdam Lastowka and I created Omnibar as our entry into the Ludum Dare 43 game jam. The gameplay itself will be a physics puzzler. I am leveraging PhysX for physics simulation due to its documentationĪnd openness for modification (which is necessary for handling non-euclidean interactions). The next phase of the project is setting up the game and physics environments. The power and flexibility of raytracing also allows me to have lights and shadows cast through portals, which Iīelieve to be a first for real-time rendering for games. Instead of needing a series of stencil buffers and render targets in a complex tree structures, rays can simply be "teleported" as they Raytracing is uniquely good at handling non-euclidean environments gracefully. Using raytracing with the Vulkan raytracing extension. A Non-Euclidean raytracing engine and puzzle game demo built in C++ and Vulkanįor my senior project at Ithaca College, I am building a non-euclidean engine and puzzle game demo.
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |