Community-based video game design and development.

Posts tagged ‘velocity’

Day 9-11: Achievements

Day 9

Geometry

  1. Quaternions
  2. Euler Angles
  3. Gimbal
  4. Gimbal Lock

Unity

  1. Quaternions:
    1. Identity
    2. Euler
    3. Slerp
  2. Parenting: head inside character
  3. Separation of rotation around x and y axis if using function.Rotate()
  4. Mathf.
    1. Clamp
    2. SmoothDamp
  5. Functioning POV Camera: Quaternion used
  6. Walking: forward, not axis (works)
  7. RotateAround()
  8. Sprites:
    1. Layered character of sprites

Graphics (3D and 2D)

  1. Drew a sprite

Day 10

Physics

  1. Optics: Parallax

Unity

  1. Horizontal Movement works (no acceleration; over multiple scripts)
  2. Camera: Follows player (2D, orthographic)
  3. Gravitation works (no acceleration, mass etc.)
  4. PolygonBoxCollider2D()
  5. CheckSphere()
  6. Gizmos in Unity: Definition
  7. Collision:
    1. 2D Linecast to layer successful
    2. Left/Right Wall-check without cancelling each other out
  8. Jump mechanics created (no acceleration)
  9. Background follows player

Graphics

  1. Background painting in Photoshop

Day 11

Geometry

  1. Minimum Bounding Box: Definition

Unity

  1. Animation:
    1. Idle state
    2. Walk left/right states (incomplete)
    3. Jump state
    4. Falling state
    5. Landing state
    6. Water default
  2. Animator:
    1. Default set to idle
    2. Animations loop when needed
    3. Transitions and triggers for Walk L/R, Jump, Falling, Landing work
  3. Animation handler that can sit() out the input when player can’t move due to animation running
  4. InstaDeath tile works temporarily
  5. Facing direction
  6. Gizmo functions:
    1. DrawRay()
    2. DrawLine()
  7. Flip sprites: Flips all animations as well
  8. Water:
    1. Collision works
    2. Reduces velocity
    3. Allows for multiple Jumps
  9. Input Monitor: knows whether player is idle or not
  10. Jump: now chargeable

Graphics

  1. Different body parts and poses for the 4 animations
  2. InstaDeath tile drawn
  3. Water tile drawn

Day 5-8: Achievements

Day 5

Physics

  1. Velocity
  2. Acceleration
  3. Kinetic Force

C#

  1. Acceleration programmed

Day 6

Mathematics

  1. Dimensionless Numbers

Geometry

  1. Vector addition
  2. Point addition resulting in vector

Physics

  1. Drag/Fluid-/Air Friction:
    1. Meaning
    2. Drag coefficient
  2. Air Density:
    1. Temperature & Pressure dependency
  3. Reynold’s Number
  4. Viscosity of fluids
  5. Dry Friction:
    1. Stiction
    2. Kinetic Friction:
      1. Coefficient
      2. Coulomb’s formula
      3. Geometric dependency
  6. Angular velocity
  7. Centrifugal force
  8. Graviation:
    1. Earth’s Standard Gravity (gravitational acceleration)
    2. Newton’s law of Universal Gravitation
    3. Gravitational constant G
  9. Normal force:
    1. Formula
    2. Angular aspects
  10. Collision:
    1. Deflection (1D, 2D)
    2. Elasticity (elastic, inelastic)
    3. Impact (deformation)
  11. Tension:
    1. Definition
    2. Relation towards Compression
    3. Relation towards Stress
  12. Stress
  13. Ductility & Malleability
    1. Definition
    2. Relation to Tension and Compression
  14. Pressure

C#

  1. Acceleration formula:
    1. Maximum speed
    2. Adjusting units to Unity’s engine,
    3. Drag considered
  2. Velocity formula:
    1. Considers input-based acceleration (keyboard)
    2. Considers stored acceleration without input (“sliding”)
  3. Getter/Setter

Unity

  1. Accessing Object > Component > Value
  2. Velocity calculation:
    1. Cube in air for T=15°C, p=1atm, g=9.80665m/s2
  3. Prefab created: ‘Gravitational Cube

Day 7

C#

  1. Regex:
    1. Repetition
    2. Word Mining algorithm
  2. Booleans: inversion
  3. Setter: successful application
  4. Named arguments
  5. Optional arguments
  6. Inheritance
  7. Polymorphism
  8. Encapsulation:
    1. Properties (get, set)
  9. Naming conventions
  10. Null vs Nil
  11. Pointers: overview
  12. ‘this’ keyword: repetition

Unity

  1. Vector.Angle:
    1. Definition
    2. Player’s direction calculated
  2. GUI:
    1. OnGUI basics
    2. Rect
    3. GUI.Button with working method
  3. Asset vs Object
  4. Instantiating:
    1. Cloning of an object successful
    2. Object vs GameObject
  5. Mouse:
    1. Position
    2. GetMouseButtonDown

Day 8

Mathematics

  1. Absolute value: repetition
  2. Mapping/Translation:
    1. Algebraic Functions
    2. Linear Map
    3. Matrix method

Geometry

  1. Cross product
  2. Norm
  3. Unit vector
  4. Dot product
  5. Mapping/Translation:
    1. Vector mapping
  6. Exterior algebra
    1. Brief insight
    2. Bivectors: brief insight
  7. Tensors
  8. Osculating circle: definition

Physics

  1. Stress:
    1. Simple uniaxial stress
    2. Shear stress
    3. Isotropic stress (tension) & Hydrostatic pressure (compression)
  2. Net force
  3. Moment of Inertia
  4. Angular/Rotational Motion:
    1. Angular Velocity
    2. Angular Acceleration
    3. Angular Momentum
  5. Torque
  6. Force, Energy, Work, Power: differences and definition
  7. Kinetic energy:
    1. Formulae
    2. Rotational energy
  8. Kinematics:
    1. Uniform Acceleration: partially (motion)
  9. Centripetal force: introduction

C#

  1. Externalisation: passing only attributes to a public method instead of repeating it inside the script (linked to Unity, 3.)
  2. Structure:
    1. Optimising by combining instructions into as few methods as possible.
    2. Optimising by properly separating and prioritising methods within parent handlers.

Unity

  1. Materials:
    1. Created simple texture.
    2. Created simple bumpmap from texture.
  2. Heightmap: basic knowledge
  3. Script Management: empty GameObjects serving as libraries (linked to C#, 1.)
  4. POV Camera: attached to player avatar’s ‘head’
  5. Mouse: axis translates Camera’s angle to rotate (“POV mouse camera”)

Day 4: Achievements

Graphics & Engine

  1. What is Raycasting and how do you apply it?
  2. What are Collision Masks and how do you apply them?
  3. How do you access objects’ components and their values?

Physics

  1. Velocity (v = Δx/Δt)
  2. Acceleration (a = v/t)
  3. Momentum (p = m * v)
  4. Kinetic Energy (E = m * v2)
  5. Weight (W = m * g)
  6. Mass (m = F / a)
  7. Density (ρ = m / V)
  8. Volume (V = x * y * z) (for a cube)
  9. Grativation (g = 9.80665 m/s2) & (F = G * m1 * m2 / r2) & (G = 6.67384(80) * 10−11 * N (m/kg)2)

Material Science

  1. Iron: physical properties

Programming

  1. 2D collision detection.
  2. Primitive acceleration.