I continue to enjoy this new challenge. It is easy to see how the concepts I am learning, will directly translate into more complex output and this makes it all the more exciting.
Following my last post about the subject, I have completed a lab using 3D models and shaders, to produce a realistic statue – in my case a angry looking armadillo. This lab posed its challenges, but has left me feeling alot more confident with the concept of shaders, and the power they can have over an objects appearance. In addition to making the shader code work, I also looked further into lighting a scene. This involved a light with motion independent of the view, that case shadows on the object, and made it look a lot more realistic.
However, the challenges of this were equally matched by those of the collision lab. This lab was in two parts, the first was handling circle collisions and line collisions. Initially this seemed daunting, however the simple concepts when put together made for quite an impressive effect.
This code not only tested the collision concepts, but also my understanding of how different spaces worked. As you can see the simulation is actually being mirrored at an angle. In reality the simulation is initially at an angle, and then the larger simulation is drawn at an increased scale and alteration to its rotation.
Following this simulation I have moved towards the physics behind these collisions. This is still on going, but I have some interesting collisions non the less:-
This code demonstrates how simple mathematical concepts can be used to produce physically accurate collisions. Thus far no masses have been considered, therefore if I was to change the size of one of the circles, the same effect would be observed. Additionally all the collisions are elastic as no energy is lost from the system. The next step is to implement these things, and I shall make a post to discuss how that goes.