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Showing posts from March, 2021

Raytracing In… Series

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One of the projects I had been working on was Raytracing in a Weekend of Books. These books are designed to teach how to build a raytracer in C++, including the various calculations and rendering processes needed to create an image and lighting. In addition to code in the book, I added multithreading, time estimated remaining, the images created to a jpg, and some barebones GUI to be able to track the rendering process and help speed up the renders. Below are some images produced during the course using the built renderer. These books are fantastic, and I highly recommend them to anyone interested in raytracing/graphics. Books can be found at https://raytracing.github.io/

Devlog: RPG (UE 4)

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This is more of a quick update as to some of the features that have already been implemented in this project: Basic Movement : Basic movement was created for the character using the input system built into Unreal Engine. Animations are from an asset pack and were implemented using blend spaces. Stamina: In addition to the basic movement, sprinting was implemented and added to the stamina system. A state machine was used to move between the different actions of the sprint (ex., a state for sprinting that moves into exhaustion and into recovery). Animations were updated to the blend space, and the UI reflected the sprint. Basic UI: UI was added for the Health, Stamina, and Mana/Magic bars for the UI. As of now, only the stamina bar is fully integrated and reflects the values of the player's character Next to implement: Basic Combat Basic Enemy AI

Hello world!

This blog space is an area for me to talk about current and working projects, as well as explain the mechanics and thought processes that go into these projects. I have currently started work on a fantasy RPG in Unreal Engine 4, and the follow up post to this will detail what has been done so far. I also tend to work on other side projects as well, which will also be detailed here as well.