A little fun with D3
Game Programmer
A little fun with D3
Procedural Audio Visualizer built in unity using the CSCore library to listen to desktop audio
Play your own music
Change colors
Scale to fit desired look
Track: Koven x ROY KNOX – About Me [NCS Release]
Music provided by NoCopyrightSounds.
Watch: https://youtu.be/t2Ti8d992RM
Free Download / Stream: http://ncs.io/AboutMe
Track: MAGNUS x Unread – Cool (feat. Alessia Labate) [NCS Release]
Music provided by NoCopyrightSounds.
Watch: https://youtu.be/2Kh4y7pJjfQ
Free Download / Stream: http://ncs.io/MCool
This tool was created to test the efficiency of different trees in various object conditions, as well as a fun way to play with different spatial partitioning methods.
Check out the build and try it yourself here!
github.com/Fish1naTank/Quad-and-KD-Trees
Read more about the tool here!
github.com/Fish1naTank/Quad-and-KD-Trees/wiki/Report
I had a ton of fun experimenting with this program and have a lot more to learn.
Here are a few things I came up with!
Just a small game I’m working on in my free time. here are a few of the levels I’ve created with ProBuilder
Above is a quick demonstration of building a level.
Below is a few images of compleated levels
Experimenting with Mixamo animations in Unity.
Mixamo is an online character animation service. They have a crazy amount of animations and automatic rigging for bipedal humanoids.
Here is their website if you want to check them out! https://www.mixamo.com/#/
I began with making my character in MagicaVoxel.
The character must be in T-pose for the Mixamo’s auto rigger.
After just a few steps the character is rigged and ready for animation. Here’s a list of all the animations I was looking to use
With everything we need we can move to Unity
I started with some simple turning and running forward.
Oh and jumping, but that was not quite working as intended.
A few of the problems I encountered where getting the animations to transition smoothly while also reducing the input lag. As well as matching the movements, like getting the character to jump in time with the animation.
Spending more time in the editor I found that the exit time and more specifically the transition time played a large roll. This was the exact slider I was looking for between smooth and responsive.
I also did some more reading in the unity manual to find that the AnimatorStateInfo.normalizedTime would return the fraction of which the animation was complete from 0-1. This was incredibly useful.
After these improvements I added a few more animations.
Lastly, I placed a wall to jump over and some coins for the player to pick up
I am quite happy with the way this turned out! I went from only dreaming of having awesome character animations to controlling a model of my own around an environment. This gave me a small taste of what I could do with animated characters and I would definitely consider adding them to my next game.
Built in Saxion University’s GXP engeine, using free assets from itch.io
This was a one-week solo project as a part of DigiPen’s game 100 class.
Programmed in Digipen’s zero engine.
Fun little maze, simple AI enemies and a locked door and key mechanic.
Built in notepad using 2D arrays and pointers.
I was messing around with actions in zero engine, and created a combo system just based of moving the sword in 3d space in a 2d game. And created some snake/worms (smrow’s!) AI that gravitated towards the ground for these S like patters allowing them navigate any environment.