<?xml version="1.0" encoding="UTF-8"?>
<rss version="2.0"
	xmlns:content="http://purl.org/rss/1.0/modules/content/"
	xmlns:wfw="http://wellformedweb.org/CommentAPI/"
	xmlns:dc="http://purl.org/dc/elements/1.1/"
	xmlns:atom="http://www.w3.org/2005/Atom"
	xmlns:sy="http://purl.org/rss/1.0/modules/syndication/"
	xmlns:slash="http://purl.org/rss/1.0/modules/slash/"
	>

<channel>
	<title>[ code &#124; vector &#124; pixel ]</title>
	<atom:link href="http://www.genemagtoto.com/blog/feed" rel="self" type="application/rss+xml" />
	<link>http://www.genemagtoto.com/blog</link>
	<description>Gene Magtoto&#039;s Design blog. And then some.</description>
	<lastBuildDate>Wed, 06 Oct 2010 23:20:09 +0000</lastBuildDate>
	<language>en</language>
	<sy:updatePeriod>hourly</sy:updatePeriod>
	<sy:updateFrequency>1</sy:updateFrequency>
	<generator>http://wordpress.org/?v=3.0.1</generator>
		<item>
		<title>Toothed Wheel plugin WIP for Cinema4d, phase 2 done.</title>
		<link>http://www.genemagtoto.com/blog/archives/170</link>
		<comments>http://www.genemagtoto.com/blog/archives/170#comments</comments>
		<pubDate>Wed, 06 Oct 2010 23:20:09 +0000</pubDate>
		<dc:creator>Gene</dc:creator>
				<category><![CDATA[3D]]></category>
		<category><![CDATA[Cinema4D]]></category>

		<guid isPermaLink="false">http://www.genemagtoto.com/blog/?p=170</guid>
		<description><![CDATA[More or less finished translating the XPresso Setups into one COFFEE script, including generation of the geometry. &#160; I&#39;m going into phase 3: conversion to C++. Got the Toothed Wheel Object&#39;s skeleton set-up, including the object attributes and icon. Now I&#39;m transferring the COFFEE functions for generating the rudimentary gear shape, both for involute and [...]]]></description>
			<content:encoded><![CDATA[<p>More or less finished translating the XPresso Setups into one COFFEE script, including generation of the geometry.</p>
<p><iframe frameborder="0" height="424" src="http://player.vimeo.com/video/15612917?byline=0&amp;portrait=0&amp;color=e2bb17" width="640"></iframe></p>
<p>&nbsp;</p>
<p>
	I&#39;m going into phase 3: conversion to C++. Got the Toothed Wheel Object&#39;s skeleton set-up, including the object attributes and icon. Now I&#39;m transferring the COFFEE functions for generating the rudimentary gear shape, both for involute and ring gears.</p>
<p>	After I get that working, I&#39;ll add the user-controlled tooth profiles. Still lots of stuff to study about the API. I want the profile controls to either be in a separate GUI or keep them as splines+nulls, but they should only be there for setup.</p>
<p>	I&#39;ll just keep whacking at this, see how it&#39;ll turn out.</p>
]]></content:encoded>
			<wfw:commentRss>http://www.genemagtoto.com/blog/archives/170/feed</wfw:commentRss>
		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>Toothed Wheel plugin WIP for Cinema4d</title>
		<link>http://www.genemagtoto.com/blog/archives/161</link>
		<comments>http://www.genemagtoto.com/blog/archives/161#comments</comments>
		<pubDate>Mon, 04 Oct 2010 08:01:32 +0000</pubDate>
		<dc:creator>Gene</dc:creator>
				<category><![CDATA[3D]]></category>
		<category><![CDATA[Cinema4D]]></category>

		<guid isPermaLink="false">http://www.genemagtoto.com/blog/?p=161</guid>
		<description><![CDATA[Man, it&#39;s been ages since I&#39;ve posted anything. Anyways, I&#39;m currently working on a plugin for Cinema4D. It&#39;s for procedurally generating different kinds of toothed wheels, be it gears, sprockets, circular saw blades, etc. &#160; Right now it&#39;s an XPresso/COFFEE-based setup compiled in an object hierarchy. Features: -&#62; clean mesh topology -&#62; hole and edge [...]]]></description>
			<content:encoded><![CDATA[<p>Man, it&#39;s been ages since I&#39;ve posted anything.</p>
<p>
	Anyways, I&#39;m currently working on a plugin for Cinema4D. It&#39;s for procedurally generating different kinds of toothed wheels, be it gears, sprockets, circular saw blades, etc.</p>
<p>&nbsp;</p>
<p><iframe frameborder="0" height="424" src="http://player.vimeo.com/video/15496752?byline=0&amp;portrait=0&amp;color=e2bb17" width="640"></iframe></p>
<p>
	Right now it&#39;s an XPresso/COFFEE-based setup compiled in an object hierarchy.<br />
	Features:<br />
	-&gt; clean mesh topology<br />
	-&gt; hole and edge beveling<br />
	-&gt; manual controls for adjusting tooth profile</p>
<p>	To-do list:<br />
	-&gt; attach tooth geometry to gear&#39;s face<br />
	-&gt; add clean beveling across face-profile intersection</p>
<p>	-&gt; add controls for symmetrical tooth profiles<br />
	-&gt; add option to mirror control points for asymmetrical tooth profiles<br />
	-&gt; add a few shape presets</p>
<p>	-&gt; convert XPresso/COFFEE to exclusively COFFEE-based implementation</p>
<p>	Possible future development:<br />
	-&gt; rotation to produce helical gears<br />
	-&gt; separate controls for each side of the gear to allow for more shapes including bevel gears and, uhh&#8230; orange juicers&#8230;<br />
	-&gt; custom number or control points for tooth profile<br />
	-&gt; option for loading/saving preset shapes<br />
	-&gt; conversion to complete C++ implementation</p>
<p>
	The setup&#39;s currently placed in a COFFEE Tag, though I&#39;m working on converting it into C++ So it can be imported as an Object Plugin.</p>
<p>
	I&#39;ll be posting updates as I work on this. Cheers!</p>
]]></content:encoded>
			<wfw:commentRss>http://www.genemagtoto.com/blog/archives/161/feed</wfw:commentRss>
		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>Custom Particle Library, Unity3d</title>
		<link>http://www.genemagtoto.com/blog/archives/147</link>
		<comments>http://www.genemagtoto.com/blog/archives/147#comments</comments>
		<pubDate>Tue, 06 Jul 2010 07:21:56 +0000</pubDate>
		<dc:creator>Gene</dc:creator>
				<category><![CDATA[Game Engine]]></category>
		<category><![CDATA[Unity]]></category>

		<guid isPermaLink="false">http://www.genemagtoto.com/blog/?p=147</guid>
		<description><![CDATA[Started building my own particle library for my unity3d projects. I&#39;m focusing more on the particle&#39;s movements and behavior rather than the overall look for now; Skinning the particles will be the last on my checklist for this one. In the demo I have two particle types. The light cyan ones wander around the screen [...]]]></description>
			<content:encoded><![CDATA[<p><img alt="particle lib thumb" height="360" src="http://www.genemagtoto.com/blog/wp-content/uploads/2010/07/particle-lib-thumb.jpg" width="632" /></p>
<p>Started building my own particle library for my unity3d projects. I&#39;m focusing more on the particle&#39;s movements and behavior rather than the overall look for now; Skinning the particles will be the last on my checklist for this one.</p>
<p>
	In the demo I have two particle types. The light cyan ones wander around the screen while the dark ones stay in place. <strong>[Arrow keys]</strong> move your character, pressing the <strong>[spacebar]</strong> draws the particles towards you. Also, the particles will gravitate towards you on their own if they&#39;re close enough.</p>
<p>
<p><em>Please view the full post to see the Unity content.</em></p>
</p>
<p>
	I&#39;ll release my library as a package once it&#39;s large enough.</p>
]]></content:encoded>
			<wfw:commentRss>http://www.genemagtoto.com/blog/archives/147/feed</wfw:commentRss>
		<slash:comments>5</slash:comments>
		</item>
		<item>
		<title>Going back to 3d.</title>
		<link>http://www.genemagtoto.com/blog/archives/142</link>
		<comments>http://www.genemagtoto.com/blog/archives/142#comments</comments>
		<pubDate>Wed, 23 Jun 2010 11:08:02 +0000</pubDate>
		<dc:creator>Gene</dc:creator>
				<category><![CDATA[3D]]></category>
		<category><![CDATA[Cinema4D]]></category>

		<guid isPermaLink="false">http://www.genemagtoto.com/blog/?p=142</guid>
		<description><![CDATA[It&#39;s been a while since I&#39;ve done 3d for motion design. Just to keep myself from getting rusty, I&#39;m going to make a short action scene. For the first character, I&#39;m doing a quad &#8211; legged mech. Here&#39;s the current progress. The initial leg, just making sure that there are no overlapping parts when it [...]]]></description>
			<content:encoded><![CDATA[<p>It&#39;s been a while since I&#39;ve done 3d for motion design. Just to keep myself from getting rusty, I&#39;m going to make a short action scene.</p>
<p>For the first character, I&#39;m doing a quad &#8211; legged mech. Here&#39;s the current progress. The initial leg, just making sure that there are no overlapping parts when it moves. Again, all done in Cinema4d.</p>
<p>The hydraulics are simply bones with squash set to %100, letting them slide along their axis. The details on the piston construction is on the image below the video.</p>
<p><object height="360" width="640"><embed allowfullscreen="true" allowscriptaccess="always" height="360" src="http://vimeo.com/moogaloop.swf?clip_id=12710674&amp;server=vimeo.com&amp;show_title=1&amp;show_byline=0&amp;show_portrait=0&amp;color=e2bb17&amp;fullscreen=1" type="application/x-shockwave-flash" width="640"></embed></object></p>
<p><a href="http://www.flickr.com/photos/42184662@N04/4717359448/" title="piston-construction by rustEdge, on Flickr"><img alt="piston-construction" height="360" src="http://farm5.static.flickr.com/4070/4717359448_c30989e320_b.jpg" width="640" /></a></p>
]]></content:encoded>
			<wfw:commentRss>http://www.genemagtoto.com/blog/archives/142/feed</wfw:commentRss>
		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>Platformer Prototype</title>
		<link>http://www.genemagtoto.com/blog/archives/131</link>
		<comments>http://www.genemagtoto.com/blog/archives/131#comments</comments>
		<pubDate>Tue, 22 Jun 2010 01:29:25 +0000</pubDate>
		<dc:creator>Gene</dc:creator>
				<category><![CDATA[3D]]></category>
		<category><![CDATA[Game Engine]]></category>
		<category><![CDATA[Unity]]></category>

		<guid isPermaLink="false">http://www.genemagtoto.com/blog/?p=131</guid>
		<description><![CDATA[Got a platformer script working for the player. Trying to get a good feel for the run and jump speeds, a bit like how Super Mario Bros. handles its jumps, sans running starts. There might be a little problem with the button event handling; I&#39;ll clean up the script next. Please view the full post [...]]]></description>
			<content:encoded><![CDATA[<p>Got a platformer script working for the player. Trying to get a good feel for the run and jump speeds, a bit like how Super Mario Bros. handles its jumps, sans running starts. There might be a little problem with the button event handling; I&#39;ll clean up the script next.</p>
<p><img alt="thumbnail" height="405" src="http://www.genemagtoto.com/blog/wp-content/uploads/2010/06/platformer-prototype.jpg" width="720" /></p>
<p><span id="more-131"></span></p>
<p><em>Please view the full post to see the Unity content.</em></p>
]]></content:encoded>
			<wfw:commentRss>http://www.genemagtoto.com/blog/archives/131/feed</wfw:commentRss>
		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>Ojiisan no Origami: Model Viewer</title>
		<link>http://www.genemagtoto.com/blog/archives/108</link>
		<comments>http://www.genemagtoto.com/blog/archives/108#comments</comments>
		<pubDate>Mon, 14 Jun 2010 22:22:08 +0000</pubDate>
		<dc:creator>Gene</dc:creator>
				<category><![CDATA[3D]]></category>
		<category><![CDATA[Cinema4D]]></category>
		<category><![CDATA[Game Engine]]></category>
		<category><![CDATA[Uncategorized]]></category>
		<category><![CDATA[Unity]]></category>

		<guid isPermaLink="false">http://www.genemagtoto.com/blog/?p=108</guid>
		<description><![CDATA[This is my contribution to Project OnO, a game by a team from the VFS Game Design program. I worked on Ojii, the main character, plus three of his origami transformations: the rhino, the frog, and the crane. I did the modeling, rigging, and animation for all of them. It was challenging; I had to [...]]]></description>
			<content:encoded><![CDATA[<p>This is my contribution to Project OnO, a game by a team from the VFS Game Design program.</p>
<p>I worked on Ojii, the main character, plus three of his origami transformations: the rhino, the frog, and the crane. I did the modeling, rigging, and animation for all of them. It was challenging; I had to make sure that I maintain the feel of paper, but at the same time they had to move organically. I did the work in Cinema4D, then exported them as .fbx files into the Unity engine.</p>
<p>You might need to download the Unity plugin to be able to see the interactive 3d viewer. But if you&#39;re using Google Chrome, I think it&#39;ll play without the plugin.</p>
<p><img alt="ojiisan" height="405" src="http://www.genemagtoto.com/blog/wp-content/uploads/2010/06/ojiisan.png" width="720" /><img alt="the crane" height="405" src="http://www.genemagtoto.com/blog/wp-content/uploads/2010/06/the-crane.png" width="720" /><img alt="the frog" height="405" src="http://www.genemagtoto.com/blog/wp-content/uploads/2010/06/the-frog.png" width="720" /><img alt="the rhino" height="405" src="http://www.genemagtoto.com/blog/wp-content/uploads/2010/06/the-rhino.png" width="720" /></p>
<p>&nbsp;</p>
<p>Here&#39;s the link to the game&#39;s dev blog.</p>
<p><a href="http://www.projectono.com/">http://www.projectono.com/<br />
	</a></p>
<p>Playable demo:</p>
<p><a href="http://projects.myvfs.com/games/GD15_ONO/">http://projects.myvfs.com/games/GD15_ONO/<br />
	</a></p>
<p>&nbsp;</p>
<p><span style="font-size: 11px;">Edit: Moved the character player inside the post, added in link to demo.<br />
	</span></p>
<p><span id="more-108"></span></p>
<p>
<p><em>Please view the full post to see the Unity content.</em></p></p>
]]></content:encoded>
			<wfw:commentRss>http://www.genemagtoto.com/blog/archives/108/feed</wfw:commentRss>
		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>Unity love-hate&#8230; mostly love.</title>
		<link>http://www.genemagtoto.com/blog/archives/105</link>
		<comments>http://www.genemagtoto.com/blog/archives/105#comments</comments>
		<pubDate>Fri, 04 Jun 2010 10:55:37 +0000</pubDate>
		<dc:creator>Gene</dc:creator>
				<category><![CDATA[Game Engine]]></category>
		<category><![CDATA[Unity]]></category>

		<guid isPermaLink="false">http://www.genemagtoto.com/blog/?p=105</guid>
		<description><![CDATA[Gah, I&#39;m torn between working on 3d modeling/animation and game design. Since I&#39;m still on a craptop, I&#39;d prolly go with the one that doesn&#39;t eat up resources rendering&#8230; Anyways, it&#39;s my second week playing around with Unity. Getting more used to the workflow, though I&#39;m still struggling with organizing assets. Hope they add type-based [...]]]></description>
			<content:encoded><![CDATA[<p>Gah, I&#39;m torn between working on 3d modeling/animation and game design. Since I&#39;m still on a craptop, I&#39;d prolly go with the one that doesn&#39;t eat up resources rendering&#8230;</p>
<p>Anyways, it&#39;s my second week playing around with Unity. Getting more used to the workflow, though I&#39;m still struggling with organizing assets. Hope they add type-based sorting or search filters on the next release&#8230; Anyways, for now I&#39;m trying to see what game mechanics I could work with using the engine. For now, I&#39;m gonna play around with platformers and non-first-person shooters.</p>
<p><strong>Platformers:<br />
	</strong></p>
<p>For 3D, it seems that relying solely on physics is a bad idea. Most interactions feel too &#39;floaty&#39;, from jumping to object collisions. I&#39;ll probably have to do a lot customization with kinematic objects to get what I want.</p>
<p>For 2D platforming, the weight issue is more pronounced. It&#39;s like you&#39;re blowing on a character to make &#39;em move. Plus I still haven&#39;t found a proper method to implement one-way platforms. You know, those that you can jump on from below. I&#39;ll probably have to work with kinematic objects and collision events for this one&#8230; as a note, perceived physics =/= real-world physics =/= estimated computer physics. There&#39;s a difference, people!</p>
<p><strong>Shmups:<br />
	</strong></p>
<p>Surprisingly, I found working on shmups, specifically curtain shooters is fairly easy. Drop a ship, add whatever cannon type you need, drop behaviors for the ship and cannons. And it&#39;s modular. Drop several scripts, activate one or the other, and you&#39;re good to go. So far the framerates are good. And considering that I&#39;m using a Compaq CQ50 Laptop, that&#39;s saying something.</p>
<p>&nbsp;</p>
<p>Well, i&#39;ll be uploading updates and a playable prototype in a couple of days or so.</p>
]]></content:encoded>
			<wfw:commentRss>http://www.genemagtoto.com/blog/archives/105/feed</wfw:commentRss>
		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>Unity tests 01</title>
		<link>http://www.genemagtoto.com/blog/archives/85</link>
		<comments>http://www.genemagtoto.com/blog/archives/85#comments</comments>
		<pubDate>Sun, 23 May 2010 01:07:14 +0000</pubDate>
		<dc:creator>Gene</dc:creator>
				<category><![CDATA[Game Engine]]></category>
		<category><![CDATA[Unity]]></category>

		<guid isPermaLink="false">http://www.genemagtoto.com/blog/?p=85</guid>
		<description><![CDATA[Done with my first experiment with Unity. It&#39;s just a compilation of several game mechanics/ elements. No actual game just yet. Actual Unity app is inside the post, [test01.unity3d, 138k]. Actions available: Clicking on an empty space drops a block on the column. Clicking and holding on the mouse button on a block for half [...]]]></description>
			<content:encoded><![CDATA[<p><img alt="test pic" height="338" src="http://www.genemagtoto.com/blog/wp-content/uploads/2010/05/unity-test-01-pic.jpg" width="600" /></p>
<p>Done with my first experiment with Unity. It&#39;s just a compilation of several game mechanics/ elements. No actual game just yet. Actual Unity app is inside the post, [test01.unity3d, 138k].</p>
<p><span id="more-85"></span></p>
<p>Actions available:</p>
<ul>
<li>Clicking on an empty space drops a block on the column.</li>
<li>Clicking and holding on the mouse button on a block for half a second removes it.</li>
</ul>
<p>Behaviors included:</p>
<ul>
<li>Particle absorption animation.</li>
<li>Dust particle animation from falling blocks.</li>
<li>changes in animation states from mouse events.</li>
<li>Object instantiation/destruction.</li>
<li>Sounds on specific events.</li>
<li>Physics with some kinematic control.</li>
</ul>
<p>Bugs:</p>
<ul>
<li>Collisions trigger when a column starts falling, causing extra smoke.</li>
<li>Audio clue on blocks falling has some delay.</li>
<li>Collisions may trigger while the block is still in freefall.</li>
<li>Blocks only snap into place on top of 1&#215;1 blocks. Falling on larger objects sort of bounce. (code just for 1&#215;1 blocks was implemented on this prototype.)</li>
</ul>
<p><em>Please view the full post to see the Unity content.</em></p>
]]></content:encoded>
			<wfw:commentRss>http://www.genemagtoto.com/blog/archives/85/feed</wfw:commentRss>
		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>init Unity</title>
		<link>http://www.genemagtoto.com/blog/archives/81</link>
		<comments>http://www.genemagtoto.com/blog/archives/81#comments</comments>
		<pubDate>Fri, 21 May 2010 23:34:06 +0000</pubDate>
		<dc:creator>Gene</dc:creator>
				<category><![CDATA[3D]]></category>
		<category><![CDATA[Game Engine]]></category>
		<category><![CDATA[Unity]]></category>

		<guid isPermaLink="false">http://www.genemagtoto.com/blog/?p=81</guid>
		<description><![CDATA[Finally finished the assets for Project ONO. Now I can start playing around with the actual Unity engine. As an exercise I&#39;m gonna upload my models in a 3d viewer here. I hope uploading Unity files is easier than Processing files&#8230; O_o Right now, I&#39;m playing around with the particle emitters. I want to see [...]]]></description>
			<content:encoded><![CDATA[<p>Finally finished the assets for Project ONO. Now I can start playing around with the actual Unity engine. As an exercise I&#39;m gonna upload my models in a 3d viewer here. I hope uploading Unity files is easier than Processing files&#8230; O_o</p>
<p>Right now, I&#39;m playing around with the particle emitters. I want to see what the limitations are, and what kinds of particle effects I could create besides the obligatory explosions.</p>
<p>Current to-do list:</p>
<ul>
<li>non-explosion particle effects (wisps, condensing fog, energy charge/discharge)</li>
<li>trail renderer effects (laser, lightning, energy stream)</li>
<li>object instantiation/destruction (just lots of objects on click or something)</li>
<li>mouse events (object animation on click/hover)</li>
<li>keyboard events (rudimentary WASD movement)</li>
</ul>
<p>I&#39;ll upload updates in a few days.</p>
]]></content:encoded>
			<wfw:commentRss>http://www.genemagtoto.com/blog/archives/81/feed</wfw:commentRss>
		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>Processing, first experiment</title>
		<link>http://www.genemagtoto.com/blog/archives/61</link>
		<comments>http://www.genemagtoto.com/blog/archives/61#comments</comments>
		<pubDate>Sat, 15 May 2010 06:41:59 +0000</pubDate>
		<dc:creator>Gene</dc:creator>
				<category><![CDATA[Coding]]></category>
		<category><![CDATA[Processing]]></category>

		<guid isPermaLink="false">http://www.genemagtoto.com/blog/?p=61</guid>
		<description><![CDATA[First experiment using Processing. Unfortunately, I still can&#39;t get it to embed in WordPress so I have to set it in an external link. Particles follow the cursor, brightness affected by its speed. http://www.genemagtoto.com/processing/sketch001/]]></description>
			<content:encoded><![CDATA[<p>First experiment using Processing.</p>
<p>Unfortunately, I still can&#39;t get it to embed in WordPress so I have to set it in an external link. Particles follow the cursor, brightness affected by its speed.</p>
<p><a href="http://www.genemagtoto.com/processing/sketch001/">http://www.genemagtoto.com/processing/sketch001/</a></p>
]]></content:encoded>
			<wfw:commentRss>http://www.genemagtoto.com/blog/archives/61/feed</wfw:commentRss>
		<slash:comments>0</slash:comments>
		</item>
	</channel>
</rss>

