Thursday, February 11, 2021

My C# Planner and Pathfinder Code Executes!

I have been designing and programming my AI Planner this past year. Here are some screenshots of my Planner in action.  These 3D game objects are deployed in my Infinite Universe by my AI Planner. 
I am programming version 2 of my Hierarchical Pathfinder. 
I am excited to complete the Pathfinder and see these BOTS walk the Planets!
Thank You for Visiting my Portfolio. If you have any questions please email me. 


Tuesday, October 11, 2016

Starfluke Game Update

Tanks are In!

Oh.. there you are.. HA HA HA!!!!

Testing a collection of textures on the Planets
New Tex system displaying 64 VIVID random textures on this planet!

Here we see 16 Textures on this Planet Above

Friday, May 16, 2014

The game is afoot! 

Here is a sneak peak of my software development!

Thursday, March 20, 2014

Phase Two Characters and Guns

Set up effects for Rigged Characters in Unity Pro!
I work in Cinema 4D a Favorite 3D app
Capturing flames can be tricky

Tuesday, September 10, 2013

Promo Trailer for StarFluke,
an exciting upcoming infinite space video game
Rendered in Maxon Cinema 4D (C4D)
Composted in Adobe After Effects
Music mixed in Adobe Audition

Saturday, April 13, 2013

C4D L-System

Software programming can be like a tree.  It begins with a concept and at times will grow into something more than expected.

Rendered in Cinema 4D. The tree is an L-System Turtle script. The grass is a Hair object. The background is a Physical Sky.
Post render processing done in After Effects.
In C4D the L-System consistently pops as growth animates between x.999 and x+1,000 so I speed up the growth before this transition to reduce the visual aberration.   By using the Physical Renderer I was able to turn on motion blur for the transition as well.  I found that the snap still was too noticeable in the final render so (instead of waiting for another render) I took the video into After Effects and used Wide Time over the transitions.  With Wide Time it is easy to keyframe the Forward Steps and Backward Steps from 0 to x at the transition frame then from x to 0 to smoothly remove the effect again.