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Showing posts from November, 2017

Entertainment Design Speaker Series

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Not exactly a picture with the speakers but hopefully this will suffice. Their talk about Blender was very cool. I especially appreciated their discussion on legacy software and how Maya continues to add on top of rather than integrate the way Blender does.

Bonus Points: Lighting a Scene in Maya

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No Lighting  One Point Lighting Two Point Lighting Three Point Lighting

Building a Scene in Maya

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The Nexus of Art and Science

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Physics as a Game Mechanic, Games as a Physics Mechanic                 Games have been around for some time now but obviously not nearly as long as physics. In the same way that physics is applied to and exaggerated in film and animation it makes sense games and game worlds would eventually make use of physics as well. What makes games unique compared to the former mediums is that games can make use of physics simulations in real time. Physics engines and simulations in games can be rendered in real time with dynamic results. In terms of true production animation or cinema, real time physics would make no sense at all. A film is generally the same film each and every time it is observed. Games though on the other hand are usually dynamic. Even though some experiences can be linear exact progression through a game is almost always in the hands of the player. This is where physics in games is a big selling po...

Outline for the Second Term Paper

Physics in Game Engines, Physics as a game mechanic I. Introduction a. Use of Physics to develop game engines b. Thesis-Knowledge and application of physics to various game engines such as Source opened a new avenue for game design, physics based games II. Use of Physics in games a. Source engine makes extensive use of physics in their game engines b. Puzzles are formed in Source games based on physics problems c. Portal has physics problems based on conservation of momentum and terminal velocity d. Half Life has a rudimentary puzzle built around a lever arm e. Havok engine was used in Max Payne to create more dynamic and cinematic gaming experiences III. Games as a tool of physics a. Portal the game has in turn been used as a tool in certain classes to teach rudimentary physics problem solving b. Physics engines now branch out to include a variety of things to be simulated such as deformation c. Games that utilize physics are more prone to high levels of fidelity ...