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Video | Ian Guthridge.com
Ian Guthridge.com

Tag: video

Hey Look a Game

by Ian on Nov.02, 2010, under Projects, Sticky Situation

Tada! Here is the end result of the insane number of hours I have been working:

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Celebrate Good Times

by Ian on Oct.09, 2010, under Projects, Sticky Situation

In honor of my gum simulation code breaking the 1500 line mark (and the project breaking the 30,000 line mark), I thought I should share some cool engine test videos I made.

Before you watch them though, I should probably explain a few basics of how the game works. You play a piece of gum that can stick to nearly any surface, harden into a gumball, and blow up into a bubble. In the default sticky mode it can squeeze through any gap and climb around on walls and ceilings. The hardened gumball moves quickly, can bounce, and can crash through obstacles. Lastly, the bubble can, well, float like a bubble!

It doesn’t look like much because textures, backgrounds, foregrounds, and sound effects weren’t in yet… The red boxes are essentially trampolines or springs and the grey boxes are non-stick. This demo basically just shows off a couple of the basic ways to get around.

In sticky mode, the gum is rendered using a 2D version of “meta-balls.” It is essentially a collection of Gaussian textures drawn to a render target then passed through an alpha-test, yielding an “iso-surface.” Creates a nice little skin to the skeleton of 74 springs that make up the gum (no more detail than that… trade secret :P). AND I can render each meta-balls in virtually any [24-bit RGB] color; I use this to give the gum a neat little color swirl.

In the next few examples the sticky gum gets a black outline. The rendering pipeline I designed had space for an additional shader pass for the iso-surfaces, so I wrote a little shader that does a bit of edge detection using a Sobel Operator. No real reason I chose that one, I liked the final look a bit better than say, a Laplacian.

Collisions from textures! Since it is supported by Farseer and I had already made it so that the gum could adhere to any arbitrary geometry, there wasn’t a lot of code needed on my end… for once.

Gum needs to be able to blow up into a bubble right?  This was actually a bit of a pain… I was going to just use a circular collision, like with the gumball, but I wanted it to inflate.  Switching over to SAT instead of Distance Grid for the narrow phase (details here) increased the time the physics step took by about 80-90%.  Sure Distance Grid used more memory, but it was only about 5%, so I’m not worried. ANYHOW!  I could have cached a few collisions and just stepped to the proper collision boundary based on how inflated the gum was.  This just didn’t seem elegant to me; it really seemed like a major cop-out.  So instead I used a similar system to the sticky gum, but instead of using Farseer’s linear springs, I wrote up a much more rigid system.  I wanted the bubble to maintain its “roundness.”  Couple that with the iso-surface rendering code and toss a bit of jitter on the edge points and we have a bubble that looks like it is actually being blown by a fan! Yay procedural animation!

That’s all for now! Check back in the future for more updates about how things are going! Back to work… So much time and so little to do!

Scratch that; Reverse it.

-Ian

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Summer is Drawing to a Close

by Ian on Aug.04, 2010, under Projects

Sorry for the lack of updates this summer! My internship at EA Sports has taken up more time than I was expecting, so I didn’t really have anything new done to show you guys. I could keep trying to explain what it is like here, but this video probably explains it better:

Well that’s all for now!

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So It Begins

by Ian on May.11, 2010, under Announcements, Projects, Sticky Situation

Now that school is out, it is GO TIME! Time to hit the gas hard and build a game engine for my next big project. I’ve finished a pretty decent prototype of the basics of the game (movement, procedural character animation, and platforms). Take a look at the following video to see it in action.

The idea is that the player controls a piece of gum that sticks to [nearly] any surface. Being a piece of gum, you can’t jump but you can detach from surfaces, putting a new spin on the platformer. A few more gameplay elements are in the works, but I don’t want to give too much away right now. I’m currently working on some of the more traditional components, such as parallaxing backgrounds. Look for another update in the next few weeks.

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Neat Class Project

by Ian on Feb.26, 2010, under Projects

We had to code up a little procedurally generated animation for my graphics class. Sure it looks fresh out of 1998, but 1998 is retro now. Or is it vintage at this point.

… Either way, I still think it turned out pretty neat for being written by hand.

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Poor… Poor… Shirt…

by Ian on Oct.01, 2009, under Image Dump

For some inexplicable reason, every time I wear my “A Brief History of Art” shirt, I spill coffee on it. Nothing else, just coffee…

The offending beverage!
It is like a stretched South America!
Hmm…. well… er…

Now that I am here, I feel like I should do something to make your time worth while… but I got nothing of my on at the moment, so I think I will subject you to a[n] [awesome] song I have had stuck in my head for the past couple days by Rhett&Link:

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Coffeebotics

by Ian on Jun.20, 2009, under Uncategorized

Back in my day, we didn’t have these fancy embeddable videos.  We had animated gifs and looping midis and WE HATED EVERY SECOND OF IT.

Yet, today isn’t my day, it’s yours so I’ll share you a glimpse of tomorrow with yesterday’s “Today’s Big Thing”. :

Well, back to work!
-Ian

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The Promise of The Internet

by Ian on Jun.08, 2009, under Links, Rants

The Internet doesn’t seem to get a lot of love.  Popular opinion ranges from it being a useless toy populated by distractions like Twitter, Facebook, and Myspace to malevolent entity filled with spam, viruses, and porn.

While there is a lot of crap on the Internet, if you take the time to dig through it, you’ll be rewarded with some amazing creations that could only exist on the Internet.  For instance, Thru You brings remixing to a whole new level!  The creator, Kutiman, brings together unrelated Youtube clips to create entirely new musical compositions.

The amazing thing isn’t that he was able to make such an great piece of art. The amazing thing is it shows  how many different creative works exist on the Internet for free, and the power of being able to search, edit, comment, mark-up, and distribute uninhibited by the walls of traditional media.  I hope the Internet stays free, because there is no other forum for creativity that matches the it.

Where else can you find something like this:

It makes me wish I knew how to play an instrument…

-Ian

(I meant to do a write-up about my experience at the Renaissance Fair last weekend, but I can’t find the cable to connect my camera to my computer, so that will have to wait.)

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