Sunday 13 October 2013

More ideas and refinements: from particle systems to proceduralgeneration

After talking through things with my tutors I have made some progress with ideas. Firstly I thought concentrating on coding with Unity particle effects along with physics. However after a discussion with Chris, I found out when dealing with particle systems interacting with in game physics, Unity does not deal with this well. After this I decided to concentrate more on particle systems themselves.

I found out Unity has two types of particle systems, the legacy one which has to be built out of components and is controlled via scripting. The other being the new Shrunken system, which is for newer users and does a lot for you. After talking to Chris again, he said to research the topic to see if there is enough work to cover a year with the new particle system. After the discussion, I got to work reading the Unity documentation. Unfortunatly after doing this I found out there wasn't enough work to cover a whole year. Due to this I began reading the documentation on the legacy documentation, but again over another disscussion with Chris I discovered the Legacy system's days are numbered since the Unity developers are planning on phasing out the old system.

After this I asked Chris about procedural generation. He said it could easily fill a years worth of work. He recommended starting with textures, then adding noise to the textures and building up from there if I want to build a level with it.

I will go into more detail about what I have been reading with my next blog post.

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