mkdir build
cd build
cmake ..
make -j8
cd build
./bin/skinning
For camera rotation, we use the GLSL on the GPU to parallelize the process of rotating the model and avoid updating bone information on the CPU.
Additionally, we made it so that as the character moves, she will animate movement in her legs.
We construct different render passes for each Character, and store all relevant information in a Character Class, and the input handler can switch between different character models without losing the stored character information.
We have the character jump directly upwards on the y-axis, using simple physics simulation.
Velocity = Initial Velocity + (Acceleration * Time)
If we’re in the air, we check every frame to make sure if we are equal to height of the land or below it, and if so, set the height to the floor of the map.
We have a set water level and render water at that height.
We use 3D Perlin Noise to simulate the shifting tides of the water.
We use Perlin Noise to generate 2 maps: Elevation and Moisture.
We use the elevation values to determine what height the map will be, and use the elevation and moisture values in order to determine different biomes, represented by a blended color.
You can change to free cam mode in order to fly and explore the map. This way, you can see the entire map in all of its radius-bounded glory and creation.
Made by Drew Dearing, Jesus Martinez, and Eric Lee.
This bone animation code is based on the skinning project written by Randall Smith for 2015 Spring Graphics Course.
The PMD parser library is written by itsuhane, licensed under Boost Software License.
The author of PMD models is Animasa, you can download the model with the official editor from his webpage VPVP.