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mfdesigner

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  1. Like
    mfdesigner got a reaction from Pryme8 in oTakhi Platform: Plasma Gun FX   
    Use scrolling texture map, OTAKHI.Lightning helper object, and particle system to create myriad of plasma beam effect.
     
     
     
     
  2. Like
    mfdesigner got a reaction from Spankied in oTakhi Platfrom: Water Cannon and Flamethrower   
    Instanced particles with dynamic refraction and heat distortion effects.
     
     
    More showcase videos can be found here.
     
     
  3. Like
    mfdesigner got a reaction from Raggar in oTakhi Platfrom: Water Cannon and Flamethrower   
    Instanced particles with dynamic refraction and heat distortion effects.
     
     
    More showcase videos can be found here.
     
     
  4. Like
    mfdesigner got a reaction from Raggar in oTakhi Platform: Softbody Dynamics & Collision Detection   
    Added softbody support courtesy of BulletPhysics/Ammo.js running on a worker thread.
    (1) Create softbodies from 3D Volume, Cloth, Rope, etc. 
    (2) Use mouse to interact with any softbody.
    (3) Wind simulation.
    (4) Script custom softbody animations using callback.
    (5) Add force to all or selected vertices on the softbody.
     
     
    Our online editor, PetriDish, lets you play with all the demos shown in this video.
    https://www.otakhi.com/petridish
     
     
  5. Like
    mfdesigner got a reaction from Spankied in Choose between Three.js and Babylon.js   
    Software frameworks require continuing maintenance because every time a new feature needs be added, it often necessitates changes to the low level objects and its interfaces.  Only a few original developers know how these low level objects were designed from day one and how they should be used to complete a task. 
     
    Using a top-down object-oriented strategy, our framework, oTakhi platform, enable every participant to extend the framework independent of other participants by designing their own objects and interfaces.  As long as the simple core is stable (for handling event passing, object construction, destruction), it is virtually maintenance free.
     
    In this open framework, every participant is responsible for maintaining his own objects and their documentations, not the framework developers.  Hence, in a way, it is truly democratic in nature.  No single developer dictate how the framework should evolve.
     
    The traditional language-level object-orientation does more evil then good here, because it places a limit on a platform's scope (what it can do) to what was originally envisioned by a few developers.
     
    That being said, a good criteria for evaluating a framework is whether it is hiding information due to lower-level object encapsulation.  If a framework can be used to build itself, it does not reduce information and can be used to build anything.  (This is called bootstrapping, a good compiler is the ones that can compile itself.)
  6. Like
    mfdesigner got a reaction from scheffgames in oTakhi Platform: Inverse Kinematics   
    Introducing our new WebGL Inverse Kinematics animation design tool. 
    (1) It is based on FABRIK iterative solver, many times faster than traditional Jacobian solver such as iTaSc.
    (2) allows you to save and reuse poses and animation.
    (3) enabling collision detection for end-effectors allows you to automatically adjust walk cycle over tilted surfaces.
     
    A short tutorial video shows how it works:
     
    Visit Petri-Dish to play with the above IK Hand and see what other gestures you can create.
    oTakhi Platform is a cloud-based, top-down, object-oriented, web application and game development tool featuring the latest web technologies.
    Visit https://www.otakhi.com to learn more.
     
     
     
  7. Like
    mfdesigner got a reaction from Pryme8 in oTakhi Platform Preview: Nuclear Explosion   
    Physically based Tornado animation using our real-time fluid simulation engine... closely following this thesis by DWIVEDI.
    The funnel shape is art-directable and follows the spline path drawn by a user.

     

     
     
  8. Like
    mfdesigner got a reaction from drmop in oTakhi Platform: Genetic Algorithm Utility Library   
    Consider the following setup.  A population of 500 individuals, each with a chromosome of randomly generated printable characters, is subjected to (1) random selective breeding (chromosome crossover), (2) survival of the fittest, and (3) adaptation by learning, while freely evolve in a simulated environment.  At each generation, the fitness of an individual is evaluated as the distance between its chromosome and a target string:  

     

    "The very essence of instinct is that it's followed independently of reason."

     

    The adaptation stage uses a simple hill-climbing algorithm to advance each character of the chromosome.  This simulation is performed for 100 generations.  At the end of each generation, the fitness score and chromosome of the highest ranked individual (the fittest) are displayed.

     

    Click this link to watch this evolution in action (click the play button at the bottom right to enter runtime mode):

     



     

    The jsGAUL droplet is a direct port of the Genetic Algorithm Utility Library in C++.

     

    Steve

  9. Like
    mfdesigner got a reaction from drmop in oTakhi Platform: Vector Graphic Engine and Dynamic Motion Synthesis   
    For those who don't know, oTakhi Platform is a top-down object-oriented game development platform for the web. 
    We are very pleased to release our new timeline-based Vector Graphic Animation Engine featuring Dynamic Motion Synthesis.
     
    Here is a Flappy Bird tutorial:
     

     
    And an introduction video to our vector graphic engine in general.
     

     
     
    Your feedback is very much appreciated.
     
    You can find all our tutorial videos here:
     
    https://plus.google.com/114090903151589399287/posts
  10. Like
    mfdesigner got a reaction from Pixels Commander in Carnivorous Wasp: A New Animation System in oTakhi Platform   
    I am very excited to announce the new milestone release of oTakhi Platform - a drag-and-drop HTML5 game development framework.
     
    This scene below is created in just 32 lines of javascript.  It includes multiple morph and path animations with synchronized sound effect.
    A single timeline, associated with each mesh object,e.g. the Wasp, allows you to choreograph its pre-designed movements over time. Or you can play back each animation track separately when triggered by external events.
     
     

     
     
    I will post a tutorial video on how this scene is done later this week.
     
    Thanks,
    Steve
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