3d printing,
Tinkercad in
Code
Friday, December 28, 2012 at 3:04AM I've been doing a few non-virtual projects lately when I've had some free time. I've been building/programming a quadcopter and experimenting with 3d printing, and I really like the new (to me at least!) open hardware movement.
For designing parts and models, I'm using the easy-to-use CAD web app Tinkercad. It's not especially feature-rich at the moment but I really like the design desicions they've made and I belive they have a great base to build upon.
I recently wanted to print an adapter for a microphone but could not find any good libraries for threaded screws. So I took the plunge and spent an evening coding one myself, using the wikipedia page on ISO metric screw threads as reference.
Here is an example of the output
The code is written as a Tinkercad Shape Script in Javascript, but it should be straightforward to port it to any other platform or language. Unfortunately, Tinkercad limits Shape Scripts to accounts with paid subscription plans (which are a bit too expensive in my opinion) but if you are on one, just paste the code into the editor, place the object into your scene and start changing the parameters. I hope the code can be useful to someone out there at least :)
3d printing,
Tinkercad in
Code
Thursday, January 5, 2012 at 7:21PM I made a small web experiment using Dart to see how suitable the language is for game/graphics/physics programming.
The demo is an example of point-masses and stick-constraints using the verlet integration; Thomas Jakobsen's excellent article "Advanced Character Physics" introduced me to the concept and got me interested in physics programming several years ago.
I really prefer Dart to Javascript and would love to see it getting adopted by the major browsers. Here is my short wishlist for the Dart team:
Please...
Here are a couple of things I believe are bugs that I encountered while making the demo:
Dart,
Experiment,
Physics,
Verlet in
Code
Sunday, September 4, 2011 at 2:25PM When developing games for Android devices using Unity 3.4, Unity seems to default to a 16bit backbuffer format and there is no easy way for developers to use a 32bit format. Most 16bit formats do not include alpha channels and the low bit depth may cause color banding issues. Here is a short guide (based on this post) on how to create a plugin that enables a 32bit RGBA backbuffer on devices that support it. Note that the file paths are not exact, just indicators, and that everything is case sensitive!
If you follow this guide in order to use the Shadow Volumes Toolkit on Android devices, remember that Unity does not force the backbuffer format and it may revert to a 16bit format on lower-end devices, causing shadow artifacts.
Gustav Olsson
The beta version of Unity 3.5 adds the option to force a 32bit backbuffer in the build settings, making this guide obsolete!
32bit,
Backbuffer,
Framebuffer,
Unity3d in
Code
Saturday, January 22, 2011 at 12:40AM For the past few weeks I've been working on a few small projects. After working on Seaside Racing for a period of almost 2 years, with no side projects, it's fun to finally be able to experiment with new ideas! (I decided early on to not start side projects so that I could finally finish a larger project, and it worked, although while being difficult.)
The screenshots above are from two projects that made it into a playable state. The first one is a "defend yourself from an increasing number of enemies" game. The rocket is controlled like in an asteroids game but I couldn't come up with gameplay that was interesting enough. I do love the art style I managed to achieve though, and I will try to use it in a future project if I can't innovate the current game somehow.
The second screenshot is from a quite unusual game, basically you play as something that behaves like a wing (a red cube at the moment) and propel yourself forward by grappling onto balloons scattered across the sky. It is fun to play but I have not yet created a goal or a scoring system.
One thing I've learned while making these prototypes is that it is fun to make random creative things, but it is important to do what you really like to do. The games above was made as infinite highscore-based games because I wanted to keep the development time down, but the problem with this approach is that I realized that I usually don't like infinite highscore-based games! I also had the iOS and Android platforms in mind while creating the games, which I think restricted my ideas. So, from now on, I will try to make exactly what I want to make and not let any other factors (monetizability, development time) affect my decisions. If the development time gets long it is always possible (I hope) to work on several projects at once.