VR Adventures…

This is a an early prototype VR experiment called forms I am working on with Darren Fitzpatrick. The journey is generated randomly through a procedurally generated 3D landcsape that extends infinitely in all directions. Conways Game of Life plays out on the landscape below you as you experience the thrill of swimming with a school of dolphins! Maybe you are a dolphin? Many of the creatures are procedurally animated. Some are entirely procedurally drawn and animated like the Minnowforms. The colours are glitchy and random, creatures glitch in and out, but it’s a beautiful crazy trip in VR!

Come and observe the procedural minnow forms swimming, dancing and playing! These creatures are procedurally animated drawn and coloured. They are controlled by a set of simple behaviors that when combined together magically causes the Minnowforms to exhibit complex and beautiful flocking behaviours. Maybe they are alive? Also Conway’s Game of Life plays out on the procedurally generated infinite terrain below… Creatures programmed in C# using Unity 3D. All code in my git http://github.com/skooter500/Fish. I don’t own the beautiful music. It’s You Mean So Much To Me by Blonds.

All code on my git as usual! http://github.com/skooter500/Fish

The world of Forms

This is a screenshot of my little fishies swimming in their new home. The landscape is generated using Perlin noise and playing out on the landscape is Conway’s Game of Life. Next plan is to a tile based infinite terrain and also to deform the terrain using various mathematical functions to create mountains and caves

Untitled

Beautiful Pulsing, Singing, Shoals of Fish in Virtual Reality

These are some virtual fish made by myself and Darren Fitzpatrick as part of a game at a recent 12 hour GameCraft.

They were meant to be part of a music game, where you attract certain types of fish by playing appropriate musical notes. We didn’t get the game finished, but we did make these beautiful pulsing, flocking, singing fish, which look amazing in VR. If you have a DK2, you can download the binary and try them out for yourself.

Fish models & sounds by Darren Fitzpatrick
Fish AI & animation by Bryan Duggan

Procedurally generated fish in Unity3D

Im making procedurally generated fish for an upcoming VR game Deep with Owen Harris. Here is a work in progress video.

All the fish in the video are parameterised, procedurally drawn, and procedurally animated. Each fish is controlled by a number of of simple behaviours such as separation, cohesion, alignment, wander, flee and follow. When the behaviours are combined, a complex system emerges and the fish will flock together. In the system, some of the fish are also programmed to respond to fish of a different type and to the camera. Code on my git:

https://github.com/skooter500/Fish

All Pods Collected

This is a playthrough of a game I made at the recent Dublin GameCraft held in Microsoft in December 2014:

I wanted to make Lunar Lander with Perlin noise, so I shoe-horned the theme into the game a bit by saying you are rescuing boxes of kitties. I’ve since removed all references to cats and basically finished and polished the game so thats it’s a complete experience. Its topped off now with an awesome soundtrack by Kevin Doyle that adds tension to the experience. Everything in the game is 100% procedurally drawn. No sprites.

I find the play experience to be surprisingly varied with several different complex scenarios emerging from the simple mechanics:

  • Collect the pods
  • Don’t crash into the ground or the asteroids
  • Collect the green hexagons so you don’t run out of fuel

Play it through yourself and see what I mean. It only takes around 10 minutes to complete, or watch the video and see.

You can play the game with keyboard using the arrow keys, an XBox controller or for an added challenge by holding your hand over a Leap  Motion. Press down to thrust and roll your hand to rotate.

Source code on my git:

https://github.com/skooter500/NILL

Yet Another SpaceWars Clone (YASC)

As part of an ongoing drive to make more games as part of the courses I teach, I present YASC. YASC is an  implementation of the classic SpaceWar game first programmed by Steve Russell at MIT in 1961. In my version, there are two player controlled spaceships. The left (red) player uses the WAD keys to maneuver, S to shoot and E to activate the hyperdrive. The right (green) player uses IJL to move, K to shoot and O to hyperdrive. Each player starts with 5 lives and the winner is the player who is still alive at the end of the game. Gravity affects the ships and the lazers. Fun to play and even more fun to make in Processing!

Untitled

Courses

Hey I am hosting all my courses on github this year. Check them out!

  • DT228 Object Oriented Programming – A second year course in OOP using Processing & Java. Youtube videos, code examples, labs & solutions.
  • DT508 Programming – A first year course in programming for game design students using Processing & Java. Code examples, labs & solutions.
  • DT228/DT211 Game Engines – A fourth year course in how to program a game engine using C++, OpenGL and the Bullet Physics Engine. Youtube videos, code examples, labs & solutions.
  • DT228/DT211 Game AI (Game Engines 2) – A fourth year course in how to program Game AI for Unity 3D. This is last years course. I’ll be updating in Semester 2