


Placed boxes at l-system nodes, and scaling them as well. I vary the angle the branches are over time, so these structures move in a rather hypnotic writhing motion.
This is also more of a measure of when I start to worry about things, actual completion times tend to be one to three weeks, and of course tweaked until about 5 minutes before defense.
October:
Week 1: Develop system to generate L-Strings
Week 2: Avatar presentation and movement, collision detection
Week 3: Intergate Tools into larger engine, immersive hardware (immersive integration will continue through the next two months)
Week 4: Develop details of generated architecture (i.e. turn the boxes into something else), collision detection update
November:
Week 1: Texture generation
Week 2: Scale Enviornment (i.e. make world bigger)
Week 3: Add Agents, simple AI
Week 4: Thanksgiving
December
Week 1: Game rules, cartography, have immersive demo
Week 2: Game rules, preliminary testing
Week 3: - Winter Break
Week 4: - Winter Break
January:
Week 1: - Winter Break
Week 2: Assets: Terrains
Week 3: Assets: Agents
Week 4: Assets: rough completion and misc.
February:
Week 1: Integrate assets
Week 2: Integrate assets/consolidate
Week 3: Gameflow/story integration
Week 4: Gameflow/story integration
March:
Week 1: Asset/Gameplay revisions
Week 2: Asset/Gameplay revisions
Week 3: - Spring Break
Week 4: Strive for version One point zero, beta
April:
Week 1: Beta Testing
Week 2: Beta Testing
Week 3: Beta Testing
Week 4: Beta Testing
Finally, school's back in session, and I continue to develop my thesis project.
This summer I stumbled on L-system implementation, and below is the source code for a little demo (made using processing). I've been exploring the animism inherent in such systems. This current experiment does not deal with recursion per se (one of the reasons people find L-systems cool), but instead deals with variying elements of the tree-like structure. For instace, I make the branches seek the mouse pointer, like a tree's branches would follow sunlight.
Once I figure out how to embed the java applet in the blog window, you'll be able to see more than just the (incredibly messy) java code...