I like eyes, and I like drawing eyes. It’s unfortunate that mine are defective. I’ve been considering LASIK on at least one of my eyes; if I had to choose which, it’d be the right eye since my left eye is too important to me to risk. I think the left eye is the dominant eye.
Attached are some things I’ve drawn with the WACOM Bamboo Play(?) I bought last year. I was going to draw one picture every day, read art books and theory, and focus on improving and practicing. I’m really struggling to find acceptable pen settings in Photoshop.
Ironically, the images I produced with the tablet aren’t any better than the images I created with only a mouse in an earlier blog post! Totally counter-intuitive. How annoying is that! My good friend Kaizhi Wei called it before it happened.
The project is done! A website was created, documentation was bound, and demonstrations are finished! To view, click on either of those links! I recommend starting with the website and at least taking a small look at the user manual.
I recommend the latest version of Chrome (or Firefox) running on a Windows platform. If you do not have the latest version, then I cannot guarantee you will see anything at all. I tested it on Firefox latest for Ubuntu x64 and got some strange visual artifacts. I’m not sure if this is driver or browser difference. Firefox seems to run a bit slower and may even prompt you to terminate long-running scripts! Just bear with it and let it continue, and it should work well enough. This was tested on a 2GHz dual core machine with NVIDIA GeForce 9500M GS and should easily attain interactive frame rates.
The project will hopefully continue to evolve on GitHub.
I’ve made some more improvements to my final project. At this stage, I’m unable to provide a link to the working demo, even though I’d like to. When it’s finished, I will of course provide the entire game and its source for anybody to play and review. For now, I feel like I’d be risking something that I don’t need to be risking by displaying it. So, in the mean time, you can look at some pictures!
It animates in real-time now, after tessellating the basic terrain into cubes and taking the "hull" of the noise.
New Demo (at this point you should reaaaaally be using Chrome)
Demo 1 | Demo 2 (Chrome recommended, very slow)
Today, I have something new to demonstrate. Today, I coin the term, “Minecraftian” to represent the graphical style of the popular computer game (which I don’t play), Minecraft.
I’ve been doing some experiments with WebGL and Perlin noise recently. You can see those results in the Lab. This was but one way to visualize the 3D volume that the noise could be interpreted as expressing.
For my CS488 final project, I aim to create a SRPG with procedural terrain. It seemed natural enough to me that using 3D Perlin noise as a subtractive feature (or occupancy describing function) over a cube of voxels seems like one approach to achieve a nice continuous terrain.