Day 9
Geometry
- Quaternions
- Euler Angles
- Gimbal
- Gimbal Lock
Unity
- Quaternions:
- Identity
- Euler
- Slerp
- Parenting: head inside character
- Separation of rotation around x and y axis if using function.Rotate()
- Mathf.
- Clamp
- SmoothDamp
- Functioning POV Camera: Quaternion used
- Walking: forward, not axis (works)
- RotateAround()
- Sprites:
- Layered character of sprites
Graphics (3D and 2D)
- Drew a sprite
Day 10
Physics
- Optics: Parallax
Unity
- Horizontal Movement works (no acceleration; over multiple scripts)
- Camera: Follows player (2D, orthographic)
- Gravitation works (no acceleration, mass etc.)
- PolygonBoxCollider2D()
- CheckSphere()
- Gizmos in Unity: Definition
- Collision:
- 2D Linecast to layer successful
- Left/Right Wall-check without cancelling each other out
- Jump mechanics created (no acceleration)
- Background follows player
Graphics
- Background painting in Photoshop
Day 11
Geometry
- Minimum Bounding Box: Definition
Unity
- Animation:
- Idle state
- Walk left/right states (incomplete)
- Jump state
- Falling state
- Landing state
- Water default
- Animator:
- Default set to idle
- Animations loop when needed
- Transitions and triggers for Walk L/R, Jump, Falling, Landing work
- Animation handler that can sit() out the input when player can’t move due to animation running
- InstaDeath tile works temporarily
- Facing direction
- Gizmo functions:
- DrawRay()
- DrawLine()
- Flip sprites: Flips all animations as well
- Water:
- Collision works
- Reduces velocity
- Allows for multiple Jumps
- Input Monitor: knows whether player is idle or not
- Jump: now chargeable
Graphics
- Different body parts and poses for the 4 animations
- InstaDeath tile drawn
- Water tile drawn
Day 5
Physics
- Velocity
- Acceleration
- Kinetic Force
C#
- Acceleration programmed
Day 6
Mathematics
- Dimensionless Numbers
Geometry
- Vector addition
- Point addition resulting in vector
Physics
- Drag/Fluid-/Air Friction:
- Meaning
- Drag coefficient
- Air Density:
- Temperature & Pressure dependency
- Reynold’s Number
- Viscosity of fluids
- Dry Friction:
- Stiction
- Kinetic Friction:
- Coefficient
- Coulomb’s formula
- Geometric dependency
- Angular velocity
- Centrifugal force
- Graviation:
- Earth’s Standard Gravity (gravitational acceleration)
- Newton’s law of Universal Gravitation
- Gravitational constant G
- Normal force:
- Formula
- Angular aspects
- Collision:
- Deflection (1D, 2D)
- Elasticity (elastic, inelastic)
- Impact (deformation)
- Tension:
- Definition
- Relation towards Compression
- Relation towards Stress
- Stress
- Ductility & Malleability
- Definition
- Relation to Tension and Compression
- Pressure
C#
- Acceleration formula:
- Maximum speed
- Adjusting units to Unity’s engine,
- Drag considered
- Velocity formula:
- Considers input-based acceleration (keyboard)
- Considers stored acceleration without input (“sliding”)
- Getter/Setter
Unity
- Accessing Object > Component > Value
- Velocity calculation:
- Cube in air for T=15°C, p=1atm, g=9.80665m/s2
- Prefab created: ‘Gravitational Cube‘
Day 7
C#
- Regex:
- Repetition
- Word Mining algorithm
- Booleans: inversion
- Setter: successful application
- Named arguments
- Optional arguments
- Inheritance
- Polymorphism
- Encapsulation:
- Properties (get, set)
- Naming conventions
- Null vs Nil
- Pointers: overview
- ‘this’ keyword: repetition
Unity
- Vector.Angle:
- Definition
- Player’s direction calculated
- GUI:
- OnGUI basics
- Rect
- GUI.Button with working method
- Asset vs Object
- Instantiating:
- Cloning of an object successful
- Object vs GameObject
- Mouse:
- Position
- GetMouseButtonDown
Day 8
Mathematics
- Absolute value: repetition
- Mapping/Translation:
- Algebraic Functions
- Linear Map
- Matrix method
Geometry
- Cross product
- Norm
- Unit vector
- Dot product
- Mapping/Translation:
- Vector mapping
- Exterior algebra
- Brief insight
- Bivectors: brief insight
- Tensors
- Osculating circle: definition
Physics
- Stress:
- Simple uniaxial stress
- Shear stress
- Isotropic stress (tension) & Hydrostatic pressure (compression)
- Net force
- Moment of Inertia
- Angular/Rotational Motion:
- Angular Velocity
- Angular Acceleration
- Angular Momentum
- Torque
- Force, Energy, Work, Power: differences and definition
- Kinetic energy:
- Formulae
- Rotational energy
- Kinematics:
- Uniform Acceleration: partially (motion)
- Centripetal force: introduction
C#
- Externalisation: passing only attributes to a public method instead of repeating it inside the script (linked to Unity, 3.)
- Structure:
- Optimising by combining instructions into as few methods as possible.
- Optimising by properly separating and prioritising methods within parent handlers.
Unity
- Materials:
- Created simple texture.
- Created simple bumpmap from texture.
- Heightmap: basic knowledge
- Script Management: empty GameObjects serving as libraries (linked to C#, 1.)
- POV Camera: attached to player avatar’s ‘head’
- Mouse: axis translates Camera’s angle to rotate (“POV mouse camera”)
Graphics & Engine
- What is Raycasting and how do you apply it?
- What are Collision Masks and how do you apply them?
- How do you access objects’ components and their values?
Physics
- Velocity (v = Δx/Δt)
- Acceleration (a = v/t)
- Momentum (p = m * v)
- Kinetic Energy (E = m * v2)
- Weight (W = m * g)
- Mass (m = F / a)
- Density (ρ = m / V)
- Volume (V = x * y * z) (for a cube)
- Grativation (g = 9.80665 m/s2) & (F = G * m1 * m2 / r2) & (G = 6.67384(80) * 10−11 * N (m/kg)2)
Material Science
- Iron: physical properties
Programming
- 2D collision detection.
- Primitive acceleration.
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