
Live by the Force
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| Name | Version | Size | Date | Description |
|---|---|---|---|---|
| SphereSpinFast.avi | 1.0 | 2,853 KB | 2007-10-02 23:42:00 | Just some messing around with plotting out the surface of a sphere using the mouse X/Y. I'm not getting a whole sphere at the moment though. (Also, this vid is MPEG4 since DivX didn't want to encode it) |
| SaberingAround.avi | 1.0 | 8,049 KB | 2007-09-25 22:46:06 | It's the all request video hour and this download goes out to Quib Mask. (DivX 6.) |
| Collision.avi | 1.0 | 8,217 KB | 2007-09-25 03:24:59 | This vid shows the saber colliding. Each red 'dot' that is left behind is the registered position that the saber hit. (DivX 6) |
| BladeGlow.avi | 1.0 | 191 KB | 2007-09-11 23:06:46 | This is quite early, but shows the basic concept of blade glow/pulsating. (DivX 6) |
| IK6.avi | 1.0 | 2,554 KB | 2007-09-07 02:40:11 | Somewhere between the last screenshot of the saber I posted and now, I coded in the swing motion for vertical strikes. (DivX 6) |
| IK5.avi | 1.0 | 2,775 KB | 2007-03-04 14:00:07 | My IK code at it's finest! (DivX 6) |
| IK4.avi | 1.0 | 1,340 KB | 2007-03-02 17:13:36 | After a month of tweaking this stuff left and right, it no longer locks up. And to boot I squashed a bug which wouldn't let the arm rotate 360 degrees. (DivX 6.0) |
| IK3.avi | 1.0 | 1,977 KB | 2007-02-18 09:12:35 | This vid shows the IK code in a while loop, making the arm move to it's destination instantly. (DivX 6) |
| IK2.avi | 1.0 | 907 KB | 2007-01-28 15:12:56 | The second vid of Inverse Kinematics working, this time the forearm moves faster than the shoulder, showing how well it all works. (DivX 6) |
| IK1.avi | 1.0 | 2,904 KB | 2007-01-28 13:38:02 | I've implemented a 2d algorithm for inverse kinematics, having a point to move a jointed structure to, and making that structure bend to reach that point. (DivX 6) |
| HokeyPokey.avi | 1.0 | 2,524 KB | 2007-01-27 15:39:17 | This shows both arms now working. (DivX 6) |
| Arms1-27-7.avi | 1.0 | 1,105 KB | 2007-01-27 12:22:04 | This shows off the new code, with keyframed arm pieces, working with JKE. (DivX 6) |
| Arms1-25-7.avi | 1.0 | 1,933 KB | 2007-01-25 19:19:36 | I've had to go back and perfect my old arms code before diving any further. Here's what I have so far, a few bugs to iron out though. DivX6.0 required to view. |
| ArmsLinked.avi | 2.0 | 2,435 KB | 2006-05-18 16:32:01 | Shows the arms linked together and moving around the player. (DivX 6.0) |
| WallWalkAndJump.avi | 2.0 | 2,917 KB | 2006-05-18 16:32:01 | Shows wall walking and JO/JA style force jump. (DivX 6.0) |
| HandControl.avi | 2.0 | 3,011 KB | 2006-05-18 16:32:01 | Shows the extend of saber hand movement, and how moving to the edge of the screen makes the player turn. (DivX 6.0) |
| ArmsPitchYaw.rar | 1.0 | 6,765 KB | 2006-04-11 11:32:31 | This vid showcases the basic movement for saber pitch and yaw. If you reach the max yaw, you will turn. |
| WallWalk.rar | 1.0 | 6,969 KB | 2006-04-09 21:25:12 | This vid shows wall walking and the new jump button/force jump. ( Note: The last wall-walk should NOT have happened. I know why it happened, so don't bother telling me about it =P ) |
| ArmsAround1.rar | 1.0 | 2,217 KB | 2006-03-16 20:40:00 | This vid shows the key trapping cog working. Incidentally, it also makes the current code for the arms operate the way that I want them to, when I'm finally finished coding in basics. |