Upwards?
[everyday 6/5/17]
[everyday 6/5/17]
Because what good is 3d graphics if you can’t mess with a timeless object d’art. (Learning more about normal-based manipulation!) [everyday 06027]
Isolate game mechanics, arrive at near-existentialism [everyday 053017]
Spent most of Memorial Day making this. Aesthetically – open spaces, gradients, distant observant businessmen. Same old, same old. Live: Technically – More experiments with Vertex Displacement. Getting a lot done while avoiding shaders (which I’ll revisit later). Thoroughly enjoyed playing with shadows and wireframes – all kinds of interesting patterns and such. [everyday […]
Well, this escalated quickly. Trying to get more interesting worldspace-based effects happening (basically, a ripple would be nice) but until then, these unforeseen behemoths sure are interesting. The hotshot line is: ico.geometry.vertices[i] += Math.sin(clock.getElapsedTime() * ico.geometry.vertices[i]) / 2; (for all axes individually) [everyday 5/28/17]
I was pleasantly surprised that *some* things worked in attempting to export stuff out of tilt brush. Still no luck bringing the fbx into threejs though – but the fault, as always, lies with threejs. Seems that the actual fbx is solid (and fwiw the sketchfab people are doing a fine job translating it to webgl). Also […]
Just a sketch, played around with DoF. [everydays 05/23/17]
[everyday 5/18/17]
A small A-frame scene. Live here (browse with Nightly or Chromium for Vive-compatibility, you know the drill.) Wanted to experiment with JSON import and particle effects and Vive Integration. Didn’t have a ton of time. A-Frame is astoundingly plug&play but I’m still not fully comfortable with the component registry API. I wanna add threejs stuff without thinking […]
[everyday 5/12/17]
Still imperfect looping but getting closer. [Everyday 5/8/17]
[everyday 5/6/17]