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Releases: dimateos/UCM-VG-TFG-portals

Final degree dissertation completed

20 Sep 16:32
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ES: Aquí se puede encontrar la versión en español.

  • I suggest that you read the the main README file beforehand in order to understand what this is all about.

This degree final dissertation has been completed. You can find it under the /docs folder. Apart from improving the already existing implementation, the whole simulated scene is now more interactive. These are some of the new real time configurations:

  • Greatly improved movement and transformation options.
  • Multiple viewpoints options (top-down and FPS).
    • Multiple post-processing options.
  • Completely edit the properties of the portals.
    • Switch between recursion modes and limits.
  • Switch different interesting scene objects.
  • And more...

Here you can find the complete list of keys mapped and their functions.

Issues

Please consider openning an issue:

  • If you have any suggestion.
  • If you find any kind of error (software bug or typo).

You may mail me for any inquiries too

Updated

Updated the build with a few fixes.

Portals Prototyped

14 Apr 09:57
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Portals Prototyped Pre-release
Pre-release

All the portals mechanics have been implemented, including the most complex ones: oblique proyection, recursion and object slicing. The code is in a prototype state as there is a lot to improve.regarding the graphics capabilities and logic arquitecture.

Scene description:

  • Full free camera movement control
  • A few colored props and platforms
  • Two portals: one has recursion and can be moved
    • Atm the have no frames so the slicing can be better appreciated
    • To see the slicing better I suggest moving the portal next to each other
    • Purple textures indicate the end of teh recursion
  • One panel in-scene showing the last frame
    • This shows renderframe usage vs portal recursion which is done each frame

Interesing controls:

  • WASD + mouse: free movement
  • ALT: free/capture cursor
  • ESC: quit
  • L: show/hide virtual portal cameras axes
  • K: start/stop controling the portal to move/rotate it locally to test any portal set up
    • T: toggle between control movement or rotation (Q / E for roll)
    • R: reset position or rotation
    • This controls can also affects player body but not camera
  • O: switch portal rendering options (correct, unmapped camera texture or inactive)
  • P + 1-9: switch post processing modes