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| [[File:VRI-LEK-Epochs.PNG|400px]] | [[File:VRI-LEK-Epochs.PNG|400px]] | ||
| [[File:VRI-LEK-Graph.png|400px]] | [[File:VRI-LEK-Graph.png|400px]] | ||
| The resulting data is than imported into unity using a csv-file and for every data-point a billboard-text of the word is generated. This process is repeated for every text. | |||
| [[File:VRI-LEK-5.png|400px]] | |||
| The world in Unity that the viewer walks through is generated using tileable noise as displacement for a plane. As the user walks through the world, new chunks are generated on the fly thus giving the illusion of an infinite world. | |||
| [[File:VRI-LEK-WorldGenerator.mp4|400px]] | [[File:VRI-LEK-WorldGenerator.mp4|400px]] | ||
| The grass, cuboids and word-spheres are generated and distributed per tile using seeded randomness.  | |||
| Every tile has it's own noise and therefore distribution pattern of the objects, making the world even more endless. | |||
| A swarm of letters using the boid-algorithm guides the player through the world and towards the word-spheres. The close the view-direcition of the viewer is to a word-sphere the more letters are in the swarm and the closer they fly to each other. The boid-algorithm simulates the behaviour of birds by enforcing simple rules for every boid like seperation, alignment and cohesion towards all other boids. A compute-shader is used to speed up the simulation process. | |||
| [[File:VRI-LEK-Boids.mp4|400px]] | [[File:VRI-LEK-Boids.mp4|400px]] | ||
| ---- | ---- | ||
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