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Writer's pictureEvan Ryan

Exercise 1 - Contrast - Exploring Geometric Methods

Updated: Apr 21, 2023

After spending a few days exploring visual methods for the Contrast exercise, I decided to look at mesh-based approaches. Rather than creating a visual representation of two shapes union, I'd try generating an actual boolean.


The first part of this was a method of moving meshes while the game was running. The method used was to cast a ray forward from the camera while a button was pressed, and if it hits a valid object updates its location based on the camera location.



Once I had controllable objects I set them up as the meshes used to bool another mesh. Using Unreal's new Geometry Scripts I can affect a mesh's geo during runtime. Blueprint here




So far I've implemented this in a couple of different ways. The first method used On Hit collision detection to apply the boolean operation whenever an acceptable mesh collided, this is useful for projectiles but for a controlled object, this method led to a lot of jitter as physics collisions were affecting the mesh every frame.


The second method applies the boolean every X duration. The lack of collision allows the meshes to smoothly overlap avoiding jitter. By changing the delay between operations we can completely change how the tool feels to use. With a very short delay, .2s, the effect is very fluid and feels like you're 'erasing' mesh. With a delay of 3-5s we found it created a time-based mechanic, counting you down to each boolean.

We tracked in some objects from around the room using a Vicon setup and used this mocap data to control the objects during runtime. This paired with the 3-5s delay created a surprisingly fun, time-pressure-based game. You attempt to carve a desired shape but struggle to position yourself correctly due to the disconnect between yourself in physical space and the digital cube display in front of you.


Thomas testing the game using motion capture

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