Posts

Ghost Land Final

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Since I only had only one ax before, so when I threw the ax to destroy the ghost, if the ax went to far from the VR camera, I cannot pick it up anymore. Therefore, this time I add some more ax and import a treasure case model which can contain the axes, so if an ax go to far, I can pick up another the one from the treasure box. I am happy with this progress because it comes out as my expectation, and it was very interesting for me during this progress because I have explored and learn many new things and techniques from this software. I would like to explore and develop my skill more on this software.

Ghost Land 3

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At this point, I almost finish. I add a terrain and create some mountain shapes on it and I add more fire effect in order to make the environment more dynamic. I also add some background music and ambient sound for this scene. Also when the ax hit the ghosts,  there will be a screaming sound from the ghosts

Ghost Land 2

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In this progress, I add some fire and fancy to create more feeling about this spooky environment, I also import an ax model as the weapon to kill the ghost. When I pick up the ax an throw at the ghosts, they will be destroyed

Ghost Land (1)

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In this project, I would like to create a spooky environment where I have several ghost models floating around. I try to make the ghosts transform in a circle, and they will  have some collisions with an other objects, for example, I would like to use another object to hit the ghost and make them being destroyed by the collisions.

Unity Coliision

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I made the collision between the spheres and the platform. When the spheres touch the platform, they create 1000 vertical force.

midterm project

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code for countryside scene Tree[] trees = new Tree [30] ; Leaves[] leaves = new Leaves[100]; int z = 450; int angle; int turn; int turn2; float yb ; PShape car; void setup() {   size(800, 800, P3D);   background(0); car = loadShape("carfix.obj");   for (int i = 0; i < trees.length; i++) {     trees[i] = new Tree(random(-500,300), random(100,height+250));   }      for (int l = 0; l < leaves.length; l++) {     leaves[l] = new Leaves(random(width), random(100,height+250), random(360), random(-2000, 1000));   }   } void draw(){     background(129,186,255); println(mouseX); lights(); //rotateX(radians(770)); //pushMatrix();  //camera(width/2,yb+(height-10),0,width,height,mouseX,0,1,0); //popMatrix();   rotateX(radians(774));   translate(275, 470);   scale(0.3);     pushMatrix();   translate(0,0);   ...

Midterm porject progress

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Tree[] trees = new Tree[10]; int z = 450; int angle; //PShape car; void setup() {   size(800, 800, P3D);   background(0);  //car = loadShape("car.obj"); //camera(width/2,height/2,0,100,mouseX,0, 0,1,0);   for (int i = 0; i < trees.length; i++) {     int ystart = i * 200;     trees[i] = new Tree(width/2, ystart+50);   } } void draw() {   background(103,195,255);   lights();   println(mouseX);   ////////the grey road//////   pushMatrix();   translate(-2000,200, -3500);   rotateX(radians(443));   rotateZ(radians(360));   fill(138,227,57);   rect(0, 0, 4000, 4000);   popMatrix(); ////////////grass  ground//////////    pushMatrix();   translate(width/2-350,200, -3000);   rotateX(radians(443));   rotateZ(radians(360));   fill(170,173,167);   rect(0, 0, 650, 4000);   popMatrix();  //////...