P-152: Virtual World Concept Update 49: Chunked Levels of Detail Using Quad Trees Part 17
I am still working on the optimisation algorithm for the quad tree. I spent some time trying to implement a X and Y based coordinate system, before realising that this would not solve the problem that I am actually having. The X and Y coordinates would be specific to the quad tree, while the players […]
P-152: Virtual World Concept Update 48: Chunked Levels of Detail Using Quad Trees Part 16
I have made a major breakthrough with this project! I have finally implemented the terrain paging system. As seen in the below video, I can now page terrain polygons in and out of memory as the camera moves around the world. In the below video, the player is stationary, and the code is using the […]
Oculus Rift and VR Development
I have decided to start developing Virtual Reality Games using the Oculus Rift. I had originally intended to purchase the Rift Dev Kit 2, the most advanced version currently on offer, but given the fact that the Consumer version is supposed to be out in Quarter 1 of 2016, and offer higher specs, I think […]
P-152: Virtual World Concept Update 47: Chunked Levels of Detail Using Quad Trees Part 15
I believe I have come up with a solution to fix the issues that I have been having with the terrain paging. Currently, I am storing vertices individually, with each node in the quad tree storing one vertex. This means that a single renderable polygon spans multiple quad tree nodes, so, my distance checking algorithm […]
Project 136: Thermal Imager Project Update
I have been researching Thermal Imaging Technology recently, and I have decided to resurrect this project. The previous project was postponed due to the difficulty in using the 16*4 thermopile array to produce a thermal image. I was using pan/tilt servo motors to move the thermopile in steps, and then I was attempting to stitch […]
P-102: Remote Drone: Project Update
I have decided to complete this project after a long hiatus. I had completed the frame of the robot and the video transmitter and receiver, and I was working on attaching the wheels. I have ordered some 12mm pillow blocks to fit the axles of the rear wheels into, these will not be powered, just […]
P-152: Virtual World Concept Update 46: Chunked Levels of Detail Using Quad Trees Part 14
I have made some progress with the Quad Tree Integration. I believe I have partially working support for culling in the terrain code. As the user moves around the world, the code will take note of the players position, and only render a small subset of the terrain a certain distance from the player. This […]
P-152: Virtual World Concept Update 45: Procedural Content: Object Builder
I will be making a number of posts shortly on the important of procedural content in the virtual world that I am building. I have done extensive research into this, and I have come up with some ideas for what I want my procedural content generation system to look like. The game will essentially allow […]
