We added in the ability to race your friends.  Closer you stay to danger the fast you’ll go… so fly low and fly fast.

Syncing your Android or iPhone to the game is now as easy as taking a picture of the screen.

Next up… sound tracks, clean up some menu systems and wait for Unity to release a hunk of code we need then it’s off to the App store.  Maybe it’ll be out for Christmas?

 

So all of our 3D modeling work and our 3D printing has us thinking about voxels and polygons. Not in a mean, unfair comparison kind of way, but in a hey-mathematics-influence-optics kind of way.

voxel_zbrush_comparison

(image source: 3D-Coat Forums)

The image on the left is polygon-based, and the one on the right is voxel-based. Polygon-based sculpting forces you to consider the topology of the model, whereas voxel-based sculpting can feel more organic and more like how we might traditionally think of sculpting.

With polygons, you’re stretching and shaping

Working with polygons is like making a sculpture out of chicken wire where you don’t have volume, really – you’re just sculpting and bending a surface, and any interiors contain empty space. Working with voxels is rather more like working with clay, where you can shape it, it has volume, and you can add and take out of it in an intuitive fashion.

This is a great breakdown of what voxels actually are as they relate to 3D printing: Additive Manufacturing — The Voxel Method.

Here’s a screengrab of a thing Geoff has put together in SceneKit.

terrain_wireframe3

It’s reminding us a bit of this iconic album cover:

8402894_orig

Geoff has put together this neat hilly terrain by working off of the Perlin noise function.

If you’re not familiar with Perlin noise, according to Wikipedia: “Perlin noise is a type of gradient noise developed by Ken Perlin in 1983 as a result of his frustration with the ‘machine-like’ look of computer graphics at the time.”

It’s great for making computer-generated natural effects (like fire, fog, or rolling landscapes) look more… well, natural.

This is what it looks like in action:

Perlin map test! A programatic never ending canyon! from happyMedium on Vimeo.

In other news, we’re getting along well with Unity and giddily acquiring assets. The two asset packages that we’re most excited about are: one that gives us more tools for developing terrains, and a second one that lets us grab real-world satellite images, drop them in Unity, and texture them ourselves.

What’s great about Unity is that it’s incredibly easy to get started and use. Because it’s so easy to get started, you can test things out and see things happen relatively quickly.

More experimentation –> more fails under our belt –> faster to learn and get to the finish line.