Last month I described in words how I was building a clickable map using vertex colors. Well, a reader requested I make some visuals to demonstrate what I was talking about, so I whipped up a demo in Unity and grabbed a video of my screen:
At work this past month I’ve been implementing some interesting visual tricks on a mesh-based map. While we aren’t making a game, I could totally imagine these techniques being useful for a strategy game, or maybe a tactical RPG. Let’s say you have a hex map. Well, you could easily do hexagons with a 3D mesh, and then boom you can can use all sorts of visual tricks developed for 3D games.
Still haven’t had much to blog about lately, so this may be a short post. I didn’t even make a post last month, but there were a couple interesting new techniques I’ve been mastering since my last post. One is using the stencil buffer in custom shaders, and the other is using web sockets to implement multiplayer.
As I pointed out last month, I’m putting my personal projects on a hiatus for a while. Instead, I’m going to talk a bit about interesting game dev and graphics stuff that’s come up at work. Naturally I can’t blab too many details about our internal projects at PEAK6, but I do want to point out some of the publicly available technologies and/or resources.
The project I’m currently working on has involved a witch’s brew of proc gen techniques. I want to focus on two in particular: convex hulls, and triplanar mapping.
I didn’t really do anything for my personal projects this month, and in fact I may be taking a hiatus from working on them for a while. As mentioned a couple posts ago, I just started a new job that I’m pretty busy with, not to mention I just had a second baby (which obviously is also keeping me pretty busy!)
Just so this update has one pretty picture, here’s a smoke effect I created at work. This was supposed to just be some programmer art for testing, but turned out unexpectedly good:
As laid out last month, there are 3 main tasks in order to port Demolo from the web build to work on Oculus Go: HMD controls, adjusting the UI, and replacing mouse with tracked controller. Well, I’ve done all three, so all the main tasks are done!
Now there’s just assorted polishing left to do (mostly glitches in the UI) and then submitting Demolo to the Oculus app store. I haven’t done a ton of research on their submission process, so I have no idea how long it takes (eg. is there a review period like iOS apps?) Aside from the unknown submission time, I estimate another week and Demolo will be released on Oculus Go!
I will of course be posting another blog update with a link to the live app.
I’m mildly annoyed that Demolo still isn’t on Oculus Go yet, but I’ve been spending the past month addressing player feedback from the WebGL prototype. There is one last new feature I’m considering; make sure to read about it at the end and tell me if you think yea or nay.