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May as well add a few things.  January 4, 2003

I'm not saying all on this page (except the last, and this) are new, just that I haven't put anything here yet.  

Also, nothing here (I believe) deserves the title of a tutorial, until they get further fleshed out, and revised for coherency.  It could happen.  Someday.  

Oh, and codecreatures has a new website, I forget where though.  

Useful mesh modeling shortcuts

There are some things I've found especially useful for subdivision surface modeling, and here I demonstrate how to turn one quad face into three, and avoid (in the end result) those pesky triangles.  This time in a manner that would be more useful if you subdivided along your edges.  Here, look at pretty graphic, and click on it to go there.  

Blender tools for subdivision surfaces thoughts

An escapade in a new method of formatting a tutorial, and in how to speed subdivision surface modeling with the extrude function.  Click the pretty graphic.  (I didn't make the monkey)

Radiosity for games

Radiosity is well suited for some game applications, but the default settings are not very good for this.  (10 500 + polygons, oh my).  This was created by me when trying to find how to get the proper poly count.  It also has some useful tricks that become useful not only in game situations.  As before the pretty graphic does wonders.  

Not much here at the moment.  

At the moment I only have a screenshot of me playing with a way of doing grass in game blender.  It is really slow, and has pretty large files.  Here you go.  More specifics later.

You've must have been really patient...  I was trying to simulate the grass in the code creatures demos codecreatures.com  or something methinks.  Well, anyway that is a mesh of extruded triangular cylinders.  Imagine honeycomb, but instead of hexagons, you have triangles.  Mapped onto this mesh is an alpha-channeled texture of grass done in under 2 seconds in the Gimp.  From some positions the further grass seems to be drawn on top of the nearer grass, because it in fact is.  It is how blender draws alpha channel textures.  Well, more off topic, my primary system in a static linked version of blender took 47 seconds to draw a frame.  I have another system that (same version of blender) took 10 minutes.  Ok, kind of back on topic, I believe in the code creatures demo they used some sort of color  key textures that are either opaque or transparent, and allow for simpler layering.  Simply put, only zbuffer the opaque parts of the texture, and use the zbuffer when determining what parts of the texture to draw.  I still don't understand what is wrong with aliasing in real-time... I see ailiased TV-footage, why should I expect my games (on my computer) not to be different?  I don't think I will continue on this method, it is slow, and realistic grass is not really important.  Bushes on the other hand...

Addition: January 4, 2003

I could get the faces to overlap correctly, but it would double their count.  Since they are already at 20 000+ (just the grass rendered double sided [all quads?]) I don't think I will do so manually.  I may try, once I complete a script (annoying cp courses, I should've been taught 3d vectors in grade school, GRADE SCHOOL I SAY), but that will wait until I have more calculus (I am celebrating, really, I like math).  I could read ahead in my book, but classes begin in two days, and the next chapter is the one I NEED.  Oh, I NEED a physics course too.  And a voice and diction course would be good (one of the four...., not four levels, but four courses), for those frequent occasions where I, and my [lack of] accent cannot be understood by those whom I interact with frequently.  Maybe I just am deaf, and slur my speech.  Need sleep.  Sleep, [pronounced] with the corners the of mouth nearing the molars on the 'ee' part and the 'p' ending in a shower of spit.   Sleep...

And math class.  

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