This was a team project, in which I worked with a fellow student at UEA. For this we were given the challange to come up with an idea for an application. We came up with a navigation application in which the user would select where they wished to go and the application would calculate the shortest route. This is not on the App store as UEA were interested in using our work.
This application has been developed for use at work to assist us in planning how much time is available to work at a certain location below a certain tide level. Previous to this program it would take days to work through pages of tidal data, this now takes seconds. Originally this used data supplied from a tidal prediction program, it has now been updated to predict tides alone, from first principles.
This was set in my third year at Uni, and the aim was to create a piece of software which would allow users to navigate through an ocean scene populated with enemy boats. The software allowed users to torpedo enemy ships using a radar and targeting system. Particle systems were used for emergency flares, and octrees were used for spatial partitioning.
PROCEDURAL WORLD GENERATOR
In its very early stages this application will use a number of methods to produce procedurally generated landscapes. Algorithms being worked on include Fortune Sweep to produce Voronoi diagrams from random points and Lloyd Relaxation to reduce the randomness of the results. The area currently being worked on is the Fortune Sweep algorithm. The image above shows the random points ordered and coloured by their Y value, ready for the next stage.
A lot of my other work has revolved around university work, these programs involving subjects such as a submarine simulation, boat game, top down rpg and most recently working on a project in which the Microsoft Xbox Kinect system will be used to teach people martial arts. Image above is a loading screen taking from Sine City - A university project in which I did all of the 3d modelling, the collision detection and the weapons system.
PHOTOREALISTIC 3D MODELLING
I have a lot of experience in using 3D modelling packages, especially 3ds Max. 3ds Max has been used in my work to create levels for my games such as Sine City, and Dojo Sensei. In addition to creating models for games, I have worked on two major projects to create realistic models. The first was to research how St Stephens Street in Norwich looked during the 1930s before slum clearance and the war and then to model this. Next I researched what Dragon Hall looked like in Medieval times and how it was built and then created a model with the individual components required to model it right down to the pegs. This model was then used in an application to teach people how the hall was built.
Almost everyday this application is used, it is great for creating a quick mockup of an idea, to modelling complex shapes to get quantity information for say a complicated concrete pour. This model was initially started just for that, I was asked to find the volume of concrete in a complex boatwell. Within a couple of hours I had the exact quantity and a model which could be used to show people a 3d shape. This also assisted in working out the pours which could be completed and the formwork required.