From fd007b6ee6a940c5c083c589d5ca630850d5588c Mon Sep 17 00:00:00 2001 From: Warwick Date: Tue, 29 Mar 2022 14:32:06 +0100 Subject: [PATCH] Added a todo list to the Blog so there is some clue as to what I'm trying to make. --- package.json | 1 + src/GameProjects.jsx | 44 +++++++++++++------------- src/GraphicsBlog.jsx | 75 ++++++++++++++++++++++++++++++++++++++------ src/Home.jsx | 1 + src/Ramble.jsx | 36 ++++++++++++--------- 5 files changed, 111 insertions(+), 46 deletions(-) diff --git a/package.json b/package.json index bef44d3..6b88670 100755 --- a/package.json +++ b/package.json @@ -22,6 +22,7 @@ }, "dependencies": { "@material-ui/core": "^4.11.0", + "@material-ui/icons": "^4.11.2", "@types/react": "^16.9.56", "fontsource-roboto": "^3.0.3", "hls.js": "^1.1.5", diff --git a/src/GameProjects.jsx b/src/GameProjects.jsx index 0b77f42..5678101 100644 --- a/src/GameProjects.jsx +++ b/src/GameProjects.jsx @@ -19,43 +19,43 @@ class GameProjects extends Component { constructor(props) { super(props); this.content = [ - { - header: "Monq", - subheader: "D-tail Entertainment - Programmer", - image: Monq, - imageAltText: "Monq", - content: `Technically this was my first attempt at creating a startup with -university friends. However we over scoped when it came to having an -interesting platformer in a single year. This paired with a lack of design -focus and writing put too much emphasis on the previously mentioned time -mechanics without adequately designed levels to show them off nor create a -solid hook to keep people interested in the game.`, - buttonText: "Learn More", - buttonLink: "https://d-tail-entertainment.itch.io/monq", - }, { header: "Current Graphics Project", subheader: "Happening alongside Assistent Lecturer - Falmouth University", image: NewGraphics, imageAltText: "Generated terrain", content: `I'm currently working on a another graphics project as this -is the area of computing I want to get back into. I plan on -implementing much more complex generated terrain and other features -such as including a physics engine for a more complex character -controller and an entity system so I can implement other methods of -terrain traversal.`, + is the area of computing I want to get back into. I plan on + implementing much more complex generated terrain and other features + such as including a physics engine for a more complex character + controller and an entity system so I can implement other methods of + terrain traversal.`, buttonText: "Read Blog", buttonLink: "/graphics-blog", }, + { + header: "Monq", + subheader: "D-tail Entertainment - Programmer", + image: Monq, + imageAltText: "Monq", + content: `This was my first time working in and creating a startup with + university friends. I mostly worked on ai aspects of the project as + well as working on some of the puzzle sections of the game. Though in + the doing it for real indie envirenment I had my hand in pretty much + every other programming aspect of the game also.`, + buttonText: "Learn More", + buttonLink: "https://d-tail-entertainment.itch.io/monq", + }, { header: "University Graphics Project", subheader: "Bsc (hons) Computing for Games - Falmouth University", image: Graphics, imageAltText: "Generated terrain", content: `This is where I learned how to create a graphics engine from -scratch using OpenGL and was the project which I enjoyed the most during my -bachelors degree. I especially enjoyed how deep I jumped into C++ to improve it's -memory footprint returning to this project in my final year of university.`, + scratch using OpenGL and was the project which I enjoyed the most + during my bachelors degree. I especially enjoyed how deep I jumped into + C++ to improve it's memory footprint returning to this project in my + final year of university.`, buttonText: undefined, buttonLink: undefined, }, diff --git a/src/GraphicsBlog.jsx b/src/GraphicsBlog.jsx index 0bbb017..0b17d63 100644 --- a/src/GraphicsBlog.jsx +++ b/src/GraphicsBlog.jsx @@ -2,7 +2,6 @@ import { h, render, Component } from "preact"; import { Grid, Container, - Paper, Card, CardHeader, CardMedia, @@ -10,7 +9,12 @@ import { CardContent, Typography, Button, + List, + ListHeader, + ListItemIcon, + ListItem, } from "@material-ui/core"; +import ArrowRightIcon from '@material-ui/icons/ArrowRight'; import Header from "./Header"; import Blog1 from "../static/images/GraphicsBlog/blog1.png"; @@ -27,7 +31,9 @@ class GraphicsBlog extends Component { mediaType: "img", image: Blog1, imageAltText: "Textured square", - content: `Welp, since no one else is using this channel I'ma start posting updates on my game engine project as they come. Today I added textures to my game engine. Next up refactoring... But then camera movement (Or strangely enough world movement around camera).`, + content: `Today I added textures to my game engine. Next up + refactoring... But then camera movement (Or strangely enough world + movement around camera).`, buttonText: undefined, buttonLink: undefined, }, @@ -37,9 +43,8 @@ class GraphicsBlog extends Component { mediaType: "video", image: Blog2, imageAltText: "Textured square with camera movement", - content: `So, after a massive hiatus I got back into working on this - project again, and it's now officially 3D, with camera movement. Next - is more complex meshes.`, + content: `The project is now officially 3D, with camera movement. Next + up is more complex meshes.`, buttonText: undefined, buttonLink: undefined, }, @@ -50,9 +55,9 @@ class GraphicsBlog extends Component { image: Blog3, imageAltText: "2 textured squares", content: `Now I have a mesh class it's pretty easy to make multiple - objects reusing textures and indecies 🙃. Next it's giving those meshes + objects reusing textures and indecies. Next it's giving those meshes their own relative position rather than hard coding every position on - every triangle point to move it.`, + every triangle point to move it 🙃.`, buttonText: undefined, buttonLink: undefined, }, @@ -67,10 +72,60 @@ class GraphicsBlog extends Component {

+ + + In this project I plan to generate a cyberpunk cityscape with + an infinite level of verticality to really give it a large + sense of scale. + + + + To Do: + + + + Give meshes their own relative location. + + + + Run a marching square implementation to generate a mesh for a + chunk based on test data. + + + + Handle loading chunks asynchrounously as the game runs. + + + + Add a noise algorithm to vary the city scape marching square + generation. + + + + Create mesh data library to make the marching square + algorithm generate something that looks like a city. + (May require a method of importing models) + + + + Fancy lighting (Potentially bake some shadows into a chunks + tuxture during the generaton phase). + + + + Design and create an interesting movement system for the world created. + + + + Look into potential implementation of mono-rails and + suspended trains as a stretch goal. + + +

- {this.content.map((project) => { + {this.content.reverse().map((project) => { return ( @@ -88,7 +143,9 @@ class GraphicsBlog extends Component { controls /> - {project.content} + + {project.content} +