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Showing posts from 2016

RoomBuilder.CoreComponents now usable from Unity3D

So, the core 2D (and some 3D) routines are now usable from the Unity engine. I've had to strip out and replace all more recent .NET code and uses of Windows specific components. However, the library can now be referenced by a Unity 3D project.

Historical Post 2 - September 2007 : Breakthrough - External Straight Skeleton Nodes

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Historical Post 2 - September 2007 :  Breakthrough - External Straight Skeleton Nodes OK , not much of a catchy title. However, if you've been reading about the issues I've been having with calculating  external  straight skeletons, you may know a little about what I'm talking about. After some time spent scratching my head, walking away from the problem and a fair bit of frustration (OK, a lot), it's time for an update. To recap, straight skeletons are useful data structures for calculating the offset path for a (simple) polygon. They are also used for calculating roof structures. Most of the material I've found on the web seems to be concerned with calculating internal skeletons, although no distinction is usually made between the two types. To be able to expand polygonal paths I need to be able to calculate external skeletons. Unfortunately, I've found that these are less frequently discussed and appear to have features that you don't encounter

Historical Post 1 - RoomBuilder Composite from March 2007

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Historical Post 1 - RoomBuilder Composite from March 2007 Composite Here's some snapshots of RoomBuilder V1 in output. Textured and rendered in CinemaXL 9.

Historical posts - Composite from March 2007

I am merging a couple of posts into this blog that were posted by me to another blog back in 2007-2008 which may be of use to some readers. This is because most people who read this site are interested in RoomBuilder and in particular the straight skeleton blog posts, some of which were never included here. There are 3 posts to follow: A composite image shot of four rooms generated from RoomBuilder back in March 2007 A post detailing a breakthrough with the straight skeleton post from September 2008 A post about external straight skeletons, also from September 2008. Hope they are useful and would be great to get feedback from readers as to what they are looking for when they visit my blog. Max

Virtual Wind Farms and Virtual Rooms...

Bitten by the Virtual Bug I've been getting back into graphics over the past 6 months. This has been mainly driven by my desire to get going on some VR concepts and has led to me diving into Unity3D development. My day job as a software architect means I spend a lot of time researching technologies and writing desktop applications in C# / WPF. For me, although I've coded for several years in C++, C# and by extension Unity3D are a natural choice.  It's fab to be able to combine my skills in such a great way - graphics and algorithms + WPF desktop apps + C# + Unity + VR. I'm really excited about what I can do in this space. VR Projects Explore Wind Farms - Virtually I have several VR projects in the pipeline. The first concept I am currently exploring relates to potential use cases for VR that overlap with my full time job. I work in the area of renewable energy software and wanted to attempt to do some visualisation of renewable energy plants/farms in VR on my O