This is a demo of Forms! A framework for procedurally creating and animating creatures that fly swim and do other crazy beautiful movements.
Super cool and inspiring music by KiloWats
Coded in C# for Unity 3D
Code:
http://github.com/skooter500/Forms
This is a demo of Forms! A framework for procedurally creating and animating creatures that fly swim and do other crazy beautiful movements.
Super cool and inspiring music by KiloWats
Coded in C# for Unity 3D
Code:
http://github.com/skooter500/Forms
This summer I plan to add Oculus DK2 support and Kinect V2 support to BGE, my game engine for teaching. Here is a demo of BGE I made last summer:
I have released a Unity/Oculus tech demo of various Game AI visualisation techniques I implemented in Unity, including a nice cool flocking demo that gives you a boids eye perspective. Its quite trippy and immersive, even though that was not the original intent.
It works best with headphones and an XBox game controller.
Controls:
A to switch camera modes (there are three)
B toggles cell space partitioning
Y adjusts the speed of the boids
X toggles debug drawing
In free camera mode, left thumbstick will walk/strafe and right thumbstick with look. Left trigger will fast walk
Right shoulder will cycle through the various demos.
The following keys also work:
0: Seek demo
1: Arrive demo
2: Pursuit demo
3: Wander demo
4: Path following
5: Dynamic obstacle avoidance and offset pursuit demo
6: Flocking
7: Finite state machines demo
8: Path finding
F1 Toggles camera modes
F2 Speed
F4 Toggles printing of a load of debugging information
F5 Toggles drawing of the boids vectors
F6 Toggles debug line drawing
F7 Resets the camera up vector
F8 Toggles cell space partitioning
F9 Toggles non-penetration constraint
F10 Toggles Rift mode
Press escape to quit
With thanks to Andy Duplain, Neural Technologies Ltd for the Elite models
Ive been busy porting all my Game AI demos to Unity3D. Here is a demo:
All the code is available under an MIT licence from my github.