The last week (maybe 2?) of classes is fast approaching and it's crunch time to the extreme. Our studio has to pass the second GDW gate next week, keep working on 3 reports, a sound project, and independent architecture, accounting, and graphics homework. That's a lot to keep track of!
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| Ambient Occlusion attempt |
I tried out some AO in Maya the other day and it turned out pretty sweet. The model was not created by me originally and I hadn't realized that the normals weren't softened first, so it turned out a little liney. I would've done it again (and will do so if it's used in our game) but it took about 15 minutes to render the first time and I had things to do :-P The nice thing about AO, at least in it's most basic form, is that coding it is so easy; just multiply the AO texture by the regular diffuse texture and it deepens the shadows quite nicely. Except for those darn lines!
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| Assembly... gah |
On another note I've also been working in MIPS assembly for my Architecture class. It had.... one hell of a learning curve, I'll give it that. I'm still a little shocked I got it all to work. Basically, I did a whole bunch of research to do this first as I was making a class that accepted an array, size n, and int x. The program goes through the whole array and adds to a sum if array[i] is equal to x. EASY stuff in C++, C, heck even in Flash, but in MIPS it was extremely tricky to wrap my head around for a long while. This isn't all the code obviously but it's the bulk of the for loop and if statement. It was kind of relaxing to work in a lower level code though to just look at something different and try and solve a super simple problem with a lot of hard work, just like coding in C++ used to be when I was learning it.
That's all for this week. Back to working on... everything!
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