Early this week I had successfully integrated pure data into our current Vinyl project. I had also created low pass filter, high pass filter, and band pass filter. Today I finally integrated it into the obstacles that iJason worked on yesterday. Yay!
Yesterday I and iJason had finally connected the top and the bottom surface of our-self-generated pipe. We had also split the track into sub-tracks because of Unity limitation of the maximum number of the vertices a mesh filter can have. The maximum size of vertices in Unity is 65536 while our track may have more than 65536 vertices - depends on the length of the song and the detail of the pipe we want. It took longer time than I thought. First, it was because I didn't understand the degenerate triangle of the triangle strip that Cody wrote. Secondly, the vertices generation from the spline was somehow confusing.
The colourful track
is generated by ourself. No Maya, no 3D tool used. The red ball
representing the player. The white ball is the static ball, the cube is
the wall representation, the tube is the laser, the long rod
is the needle. The green line with the purple dot is the grinding pipe -
we are going to create the pipe on next week scrum. The white line with
yellow dots is the center path of the track.
For the moment, I implemented the low pass filter to the static ball, high pass filter to the wall, and an annoying noise to the laser. Tomorrow I need to work on the pitch and creating more cool audio effect for our game until Tadas comes for discussion with us next Monday evening.
For the moment, I implemented the low pass filter to the static ball, high pass filter to the wall, and an annoying noise to the laser. Tomorrow I need to work on the pitch and creating more cool audio effect for our game until Tadas comes for discussion with us next Monday evening.
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