"A development blog concerning games, and the aspects therein."
Final Year Student, BSc. Games Technology at the University of the West of England.
This is the logo I designed for my Commercial Games Development assignment.
In a team, we have to create an original IP to meet a certain specification, and we get to choose our own game development team names.
This is ours, “Llama Cloud”.
[We all use this as the background wallpaper on the university computers.]
Ok, so the swarm intelligence simulation is looking swarmier every day!
That’s progress I’m happy with. Balancing the weights of the forces controlling each boid can be tedious, but the payoff is exciting, as I can now start manipulating the swarm! Let’s see what I can make these suckers do.
Also, the accompanying dissertation has to seriously start following suit.
Been reminiscing with some of my favourites the past week, this being a major one.
I wish this were real. I used to actually imagine having powers like these.
A man can dream…
This was a custom shader I created in Maya using MEL scripts.
It’s intention was to emulate a style similar to the game ‘Limbo’.
I think it turned out pretty well.
[2nd Year Assignment: Scripting 3D Graphics and Applications]
Got the boids behaving slightly better now.
That’s basically a swarm. A bit too rigid though.
Also, I can spawn a mental amount now.
Oh yeah, and the background looks cooler.
So, Final Year Project is underway.
The project is an implementation of Swarm AI in XNA, with added functionality that allows the manipulation of the swarm’s formations and locations.
Currently, it creates a certain number of entities (“boids”), and draws them at random locations. Then they all go mental due to the rules I’ve implemented to control them not functioning exactly as I’d like.
Still, all in the name of progress.
These are some pages from my sketchbook, which was part of a first year assignment titled “Developing Interactive 3D Environments”.