Week 5 Round Up
Interactive 3D
This week I worked on
some Terrain Generation; mainly loading from a height map. To begin with I need
to generate the heights, for this I read a 1280x1280 ‘.raw’ file containing a
4byte value. I then make a grid of vertices
and load them into a single dimensional array, whilst I set up the vertices I pass
in the corresponding height value. I can then calculate the indices and set up
the index array, and one I have the indices I’m able to calculate the normal’s
which will be used for lighting.
Once I had a completed ‘TerrainNode’ I looked into forms of
procedural generation. So far I have implemented ‘Perlin Noise’ (http://freespace.virgin.net/hugo.elias/models/m_perlin.htm)
which interpolates a value from a Sin Wave. The results were pretty good. I can
change up to 5 values to get more varied height; more mountains; smoother
terrain etc. I also added a Sky Dome for additional effect.
Mobile Development
This week we were given samples of a List View and told to
implement our own versions; since this was going to be a feature in my
assignment I decided to implement my recipe classes I used last week. Building
my own View was a bit trickier as I wanted 3 bits of information laid out in a
particular way. I wanted a name along the top with a description underneath,
and a rating on the right. To do this I had to create an XML of how I wanted
the rows to be viewed, and then pass that into my own List Adapter which took a
list of Recipes as its parameters. Even though it took some time and a lot of
reading samples, I finally got a result I’m happy with. Note, this is only for
functionality at the moment, once I have all the features implemented, I’ll
start to look at aesthetics.
Team Development
We’ve had to keep records of all our work as part of the
module, and one way we do this is always by working at the same time, this
generally is a 4hour slot on a Monday afternoon (we have students from 3
different courses so it’s hard to find time). This means my progress isn’t
going to be much each week. In the last post I actually showed the work that
other team members have already done for Week 5, today I can show the ‘Boss’
entity, which isn’t much yet but has the required basic functionality.
So far it comes in from a point (default set to above but
can be changed) and then follows a path once It hits a particular point. Health
bars and incoming messages have also been included. The goal for next week is
to add projectiles emitting from the boss.
Comments
Post a Comment