<?xml version="1.0" encoding="UTF-8"?>
<rss xmlns:dc="http://purl.org/dc/elements/1.1/" version="2.0"><channel><atom:link rel="hub" href="http://tumblr.superfeedr.com/" xmlns:atom="http://www.w3.org/2005/Atom"/><description>Programme: Massey University (New Zealand) Urban Research Lab: Edible Cities.
Project: Wellington as a plate.

Workblog that outlines the relationships between cities, food and urban design policy, and defines design strategies for an edible city. Will 
include design visions for floating gardens and markets, rooftop and vertical gardens, and city farms and markets as well as plans that identify potential 
precincts for urban agriculture in the central city.

Design outputs: 3-5minute animation of Wellington as edible city; photoshopped perspectives and plans.

This workblog documents the design research carried out by Oliver Blair for an Independant Study. The 2nd project focuses on exploring the spatial navigation systems available in cryengine. These systems are to be utilised to navigate a diagrammatic model of Wellington city and the experimental urban agriculture design elements proposed as part of the edible cities research.</description><title>Independant Study 2012</title><generator>Tumblr (3.0; @url2012)</generator><link>http://url2012.tumblr.com/</link><item><title>Here I describe the design research undertaken in CryEngine for...</title><description>&lt;iframe width="400" height="300" src="http://www.youtube.com/embed/gWdRkJ3ppMA?wmode=transparent&amp;autohide=1&amp;egm=0&amp;hd=1&amp;iv_load_policy=3&amp;modestbranding=1&amp;rel=0&amp;showinfo=0&amp;showsearch=0" frameborder="0" allowfullscreen&gt;&lt;/iframe&gt;&lt;br/&gt;&lt;br/&gt;&lt;p&gt;Here I describe the design research undertaken in CryEngine for the second part of my 4th Year Independent study paper at Massey University in the Spatial Design programme.&lt;/p&gt;

&lt;p&gt;The findings are displayed as annotated text throughout the video.&lt;/p&gt;</description><link>http://url2012.tumblr.com/post/18090462340</link><guid>http://url2012.tumblr.com/post/18090462340</guid><pubDate>Wed, 22 Feb 2012 17:06:49 -0500</pubDate></item><item><title>Using a forbidden boundary on the large terrain map seems to...</title><description>&lt;img src="http://24.media.tumblr.com/tumblr_lzq6j1DRYw1r5d1bjo1_500.jpg"/&gt;&lt;br/&gt;&lt;br/&gt;&lt;p&gt;Using a forbidden boundary on the large terrain map seems to help the AI’s navigation.&lt;/p&gt;
&lt;p&gt;Now to try in the city…&lt;/p&gt;</description><link>http://url2012.tumblr.com/post/17993450417</link><guid>http://url2012.tumblr.com/post/17993450417</guid><pubDate>Mon, 20 Feb 2012 23:16:13 -0500</pubDate></item><item><title>After running a test on a fresh map with a smaller terrain size...</title><description>&lt;img src="http://24.media.tumblr.com/tumblr_lzq68r7V721r5d1bjo1_500.jpg"/&gt;&lt;br/&gt;&lt;br/&gt;&lt;p&gt;After running a test on a fresh map with a smaller terrain size (1024x1024) the vehicle AI navigates forbidden areas very (frustratingly) well.&lt;/p&gt;
&lt;p&gt;Enlarging that map to 8192x8192 produces problems, the AI cannot navigate as well as before.&lt;/p&gt;
&lt;p&gt;I’ll try limiting the triangulation area somehow…&lt;/p&gt;</description><link>http://url2012.tumblr.com/post/17993108872</link><guid>http://url2012.tumblr.com/post/17993108872</guid><pubDate>Mon, 20 Feb 2012 23:10:03 -0500</pubDate></item><item><title>I’ve tried, but it looks like the hummer cannot detect...</title><description>&lt;img src="http://24.media.tumblr.com/tumblr_lzpul7mBRP1r5d1bjo1_500.jpg"/&gt;&lt;br/&gt;&lt;br/&gt;&lt;p&gt;I’ve tried, but it looks like the hummer cannot detect forbidden areas like a grunt ai can…&lt;/p&gt;
&lt;p&gt;So here I’ve made a AI:PathFollowSpeedStance matrix for the hummer…&lt;br/&gt;so if we are at point A and we want to get to point B we take path X.&lt;/p&gt;
&lt;p&gt;Disappointing as I have to hard code the paths and logic, and also the hummer can sometimes still hit buildings… &lt;/p&gt;
&lt;p&gt;There must be a better way.&lt;/p&gt;</description><link>http://url2012.tumblr.com/post/17977580064</link><guid>http://url2012.tumblr.com/post/17977580064</guid><pubDate>Mon, 20 Feb 2012 18:58:18 -0500</pubDate></item><item><title>Progress Checklist</title><description>&lt;p&gt;Todo (Where we want to be for the Exhibition event in June):&lt;/p&gt;
&lt;ul&gt;&lt;li&gt;Interactive input: Buttons in a map on the table (software complete, just industrial design and physical input via Stu Foster)&lt;/li&gt;
&lt;li&gt;Designed Edible Cities interventions in model.&lt;/li&gt;
&lt;li&gt;Navigation: Determine whether path based matrix of routes and destinations, or realtime AI navigation via waypoints.&lt;/li&gt;
&lt;li&gt;Navigation: Either build that matrix, or the waypoint structure.&lt;/li&gt;
&lt;li&gt;Navigation: Determine if user can move the character forward while at each design destination, or rather follow a simple path slowly around?&lt;/li&gt;
&lt;li&gt;Custom Plants/Vegetation.&lt;/li&gt;
&lt;li&gt;Navigation custom Sound scapes/moods.&lt;/li&gt;
&lt;li&gt;Navigation Also investigate &amp;#8220;click to go&amp;#8221;&lt;/li&gt;
&lt;li&gt;Navigation show the forward path&lt;/li&gt;
&lt;/ul&gt;&lt;p&gt;Done:&lt;/p&gt;
&lt;ul&gt;&lt;li&gt;Terrain DEM to Heightmap with semi-accurate scale.&lt;/li&gt;
&lt;li&gt;City buildings from footprints extruded and into CryEngine.&lt;/li&gt;
&lt;li&gt;Navigation AI follow distance (first person or third person).&lt;/li&gt;
&lt;li&gt;Navigation &amp;#8220;breadcrumbs&amp;#8221; path tracking.&lt;/li&gt;
&lt;li&gt;Navigation waypoints/destination 2d text in 3d space.&lt;/li&gt;
&lt;li&gt;Navigation &amp;#8220;superman&amp;#8221; flying movement.&lt;/li&gt;
&lt;li&gt;Navigation enter/exit vehicle and drive to destination via path (or loop path forever)&lt;/li&gt;
&lt;li&gt;Navigation walk/run to destination via path (or loop path forever)&lt;/li&gt;
&lt;/ul&gt;</description><link>http://url2012.tumblr.com/post/17906096186</link><guid>http://url2012.tumblr.com/post/17906096186</guid><pubDate>Sun, 19 Feb 2012 17:02:00 -0500</pubDate></item><item><title>Here I’ve managed to change the view to first person when...</title><description>&lt;iframe width="400" height="300" src="http://www.youtube.com/embed/TIuPn99MG68?wmode=transparent&amp;autohide=1&amp;egm=0&amp;hd=1&amp;iv_load_policy=3&amp;modestbranding=1&amp;rel=0&amp;showinfo=0&amp;showsearch=0" frameborder="0" allowfullscreen&gt;&lt;/iframe&gt;&lt;br/&gt;&lt;br/&gt;&lt;p&gt;Here I’ve managed to change the view to first person when the AI dude has stopped moving, and then go back to third person while he is navigating around.&lt;/p&gt;

&lt;p&gt;As discussed with Ant, this will provide the user with a distinction between when the player is operable and when the AI is in control.&lt;/p&gt;</description><link>http://url2012.tumblr.com/post/17736685310</link><guid>http://url2012.tumblr.com/post/17736685310</guid><pubDate>Thu, 16 Feb 2012 19:14:48 -0500</pubDate></item><item><title>Weird text issue.
Disabling blur amount from the time of day...</title><description>&lt;img src="http://24.media.tumblr.com/tumblr_lzgzfiOszL1r5d1bjo1_500.jpg"/&gt;&lt;br/&gt;&lt;br/&gt;&lt;p&gt;Weird text issue.&lt;/p&gt;
&lt;p&gt;Disabling blur amount from the time of day window clears this, so need to figure out a way of clearing just the particle blur, there should be some way.&lt;/p&gt;</description><link>http://url2012.tumblr.com/post/17699040384</link><guid>http://url2012.tumblr.com/post/17699040384</guid><pubDate>Thu, 16 Feb 2012 00:04:30 -0500</pubDate></item><item><title>Here ive managed to do a 3rd or 2nd person type follow on a...</title><description>&lt;iframe width="400" height="300" src="http://www.youtube.com/embed/W88xWsD0ZkU?wmode=transparent&amp;autohide=1&amp;egm=0&amp;hd=1&amp;iv_load_policy=3&amp;modestbranding=1&amp;rel=0&amp;showinfo=0&amp;showsearch=0" frameborder="0" allowfullscreen&gt;&lt;/iframe&gt;&lt;br/&gt;&lt;br/&gt;&lt;p&gt;Here ive managed to do a 3rd or 2nd person type follow on a grunt.&lt;/p&gt;
&lt;p&gt;This is good to get a sense of scale in the scene, but may end up being a little distracting/unrealistic.&lt;/p&gt;
&lt;p&gt;For first person view to work I need to figure out a way of disabling the grunts model graphics so we dont see the inside of him, which gets weird.&lt;/p&gt;</description><link>http://url2012.tumblr.com/post/17698964608</link><guid>http://url2012.tumblr.com/post/17698964608</guid><pubDate>Thu, 16 Feb 2012 00:02:39 -0500</pubDate></item><item><title>Testing out 2D text elements in 3D space.
Managed to get the...</title><description>&lt;iframe width="400" height="300" src="http://www.youtube.com/embed/Ru7uLEGmv7U?wmode=transparent&amp;autohide=1&amp;egm=0&amp;hd=1&amp;iv_load_policy=3&amp;modestbranding=1&amp;rel=0&amp;showinfo=0&amp;showsearch=0" frameborder="0" allowfullscreen&gt;&lt;/iframe&gt;&lt;br/&gt;&lt;br/&gt;&lt;p&gt;Testing out 2D text elements in 3D space.&lt;/p&gt;
&lt;p&gt;Managed to get the text (particle) to face the camera and have a constant size (or minimum pixel height) so if we are far from it, it is still legible.&lt;/p&gt;
&lt;p&gt;Having trouble getting a nice render when the sun/sky is behind though… :/&lt;/p&gt;</description><link>http://url2012.tumblr.com/post/17692619785</link><guid>http://url2012.tumblr.com/post/17692619785</guid><pubDate>Wed, 15 Feb 2012 21:56:28 -0500</pubDate></item><item><title>Here I’ve attached the LocalPlayer to follow a Grunt AI.
A...</title><description>&lt;iframe width="400" height="300" src="http://www.youtube.com/embed/AodLEAA5P5A?wmode=transparent&amp;autohide=1&amp;egm=0&amp;hd=1&amp;iv_load_policy=3&amp;modestbranding=1&amp;rel=0&amp;showinfo=0&amp;showsearch=0" frameborder="0" allowfullscreen&gt;&lt;/iframe&gt;&lt;br/&gt;&lt;br/&gt;&lt;p&gt;Here I’ve attached the LocalPlayer to follow a Grunt AI.&lt;/p&gt;
&lt;p&gt;A glowing ball particle effect is attached to the grunt, set to emit at a regular interval. The particle slowly drops to the ground, sort of like a forest fairy type effect.&lt;/p&gt;</description><link>http://url2012.tumblr.com/post/17645852155</link><guid>http://url2012.tumblr.com/post/17645852155</guid><pubDate>Wed, 15 Feb 2012 00:25:00 -0500</pubDate></item><item><title>Here I’ve managed to disable the player physics so we can...</title><description>&lt;iframe width="400" height="300" src="http://www.youtube.com/embed/XyOgaeDpW5w?wmode=transparent&amp;autohide=1&amp;egm=0&amp;hd=1&amp;iv_load_policy=3&amp;modestbranding=1&amp;rel=0&amp;showinfo=0&amp;showsearch=0" frameborder="0" allowfullscreen&gt;&lt;/iframe&gt;&lt;br/&gt;&lt;br/&gt;&lt;p&gt;Here I’ve managed to disable the player physics so we can fly through land and buildings at warp speed while still being able to look around easily.&lt;/p&gt;</description><link>http://url2012.tumblr.com/post/17637685544</link><guid>http://url2012.tumblr.com/post/17637685544</guid><pubDate>Tue, 14 Feb 2012 21:35:30 -0500</pubDate></item><item><title>Here is the flowgraph for “superman” type point...</title><description>&lt;img src="http://25.media.tumblr.com/tumblr_lzej2nagZp1r5d1bjo1_500.jpg"/&gt;&lt;br/&gt;&lt;br/&gt;&lt;p&gt;Here is the flowgraph for “superman” type point navigation.&lt;/p&gt;
&lt;p&gt;Issues:&lt;/p&gt;
&lt;ul&gt;&lt;li&gt;“Flying” causes view to be skewed (feels like the players torso is being dragged along and the camera/head follows). Maybe some way of disabling physics for the player? or just fly slower&lt;/li&gt;
&lt;li&gt;Hitting objects that are in the way cause player damage. We can just enable g_godmode, or maybe disabling physics will solve this also.&lt;/li&gt;
&lt;li&gt;Manually have to add each point. If we could iterate through every object of some sort of “type” and then just use those types as placeholders, that would be better.&lt;/li&gt;
&lt;/ul&gt;</description><link>http://url2012.tumblr.com/post/17619890956</link><guid>http://url2012.tumblr.com/post/17619890956</guid><pubDate>Tue, 14 Feb 2012 16:15:59 -0500</pubDate></item><item><title>Here we can “superman” to locations by pushing a...</title><description>&lt;iframe width="400" height="300" src="http://www.youtube.com/embed/Z05P8kaE7no?wmode=transparent&amp;autohide=1&amp;egm=0&amp;hd=1&amp;iv_load_policy=3&amp;modestbranding=1&amp;rel=0&amp;showinfo=0&amp;showsearch=0" frameborder="0" allowfullscreen&gt;&lt;/iframe&gt;&lt;br/&gt;&lt;br/&gt;&lt;p&gt;Here we can “superman” to locations by pushing a button.&lt;/p&gt;
&lt;p&gt;The locations are prepositioned objects, the flowgraph just iterates through a list of them.&lt;/p&gt;
&lt;p&gt;The last location is the helicopter, which doesn’t end well.&lt;/p&gt;</description><link>http://url2012.tumblr.com/post/17619673622</link><guid>http://url2012.tumblr.com/post/17619673622</guid><pubDate>Tue, 14 Feb 2012 16:11:53 -0500</pubDate></item><item><title>TimeOfDay flowgraph for the previous video.</title><description>&lt;img src="http://24.media.tumblr.com/tumblr_lzei6p8IBW1r5d1bjo1_500.jpg"/&gt;&lt;br/&gt;&lt;br/&gt;&lt;p&gt;TimeOfDay flowgraph for the previous video.&lt;/p&gt;</description><link>http://url2012.tumblr.com/post/17618933330</link><guid>http://url2012.tumblr.com/post/17618933330</guid><pubDate>Tue, 14 Feb 2012 15:56:49 -0500</pubDate></item><item><title>Cryengine TimeOfDay Flowgraph
This loops the day between two set...</title><description>&lt;iframe width="400" height="300" src="http://www.youtube.com/embed/qFB1p9ca8IA?wmode=transparent&amp;autohide=1&amp;egm=0&amp;hd=1&amp;iv_load_policy=3&amp;modestbranding=1&amp;rel=0&amp;showinfo=0&amp;showsearch=0" frameborder="0" allowfullscreen&gt;&lt;/iframe&gt;&lt;br/&gt;&lt;br/&gt;&lt;p&gt;Cryengine TimeOfDay Flowgraph&lt;/p&gt;
&lt;p&gt;This loops the day between two set times.&lt;/p&gt;
&lt;p&gt;(Sped up for video)&lt;/p&gt;</description><link>http://url2012.tumblr.com/post/17618884612</link><guid>http://url2012.tumblr.com/post/17618884612</guid><pubDate>Tue, 14 Feb 2012 15:55:45 -0500</pubDate></item><item><title>This shows the road kerb lines have been extruded up through the...</title><description>&lt;img src="http://25.media.tumblr.com/tumblr_lzeg9fNr5Y1r5d1bjo1_500.png"/&gt;&lt;br/&gt;&lt;br/&gt;&lt;p&gt;This shows the road kerb lines have been extruded up through the land. Hopefully now I can intersect that extruded geometry with the terrain plane, then delete everything that isn’t road and get a fairly accurate plane of road, which then can be imported into cryengine and have AIpaths follow them.&lt;/p&gt;</description><link>http://url2012.tumblr.com/post/17617625775</link><guid>http://url2012.tumblr.com/post/17617625775</guid><pubDate>Tue, 14 Feb 2012 15:15:15 -0500</pubDate></item><item><title>Sketchup screenshot and altered in photoshop.
This shows an...</title><description>&lt;img src="http://25.media.tumblr.com/tumblr_lzeg5lMK5q1r5d1bjo1_500.jpg"/&gt;&lt;br/&gt;&lt;br/&gt;&lt;p&gt;Sketchup screenshot and altered in photoshop.&lt;/p&gt;
&lt;p&gt;This shows an abstract filter/geometry modifier of wellington city.&lt;/p&gt;</description><link>http://url2012.tumblr.com/post/17617529618</link><guid>http://url2012.tumblr.com/post/17617529618</guid><pubDate>Tue, 14 Feb 2012 15:12:56 -0500</pubDate></item><item><title>Screenshot showing the imported sketchup geometry in...</title><description>&lt;img src="http://25.media.tumblr.com/tumblr_lzeg1fh1BF1r5d1bjo1_500.jpg"/&gt;&lt;br/&gt;&lt;br/&gt;&lt;p&gt;Screenshot showing the imported sketchup geometry in Cryengine. &lt;/p&gt;
&lt;p&gt;I extruded the building heights down 100m to make sure they intersected with the ground (as the highest building is less than 100m I think?)&lt;/p&gt;
&lt;p&gt;This shot is from under the earth, showing an inverted netherworld of darkness.&lt;/p&gt;</description><link>http://url2012.tumblr.com/post/17617426036</link><guid>http://url2012.tumblr.com/post/17617426036</guid><pubDate>Tue, 14 Feb 2012 15:10:27 -0500</pubDate></item><item><title>Architecture Photography: The Urban Crossing / Aedas - The Urban Crossing (3) (184027) - ArchDaily</title><description>&lt;a href="http://www.archdaily.com/183993/the-urban-crossing-aedas/rendering01-arialview/"&gt;Architecture Photography: The Urban Crossing / Aedas - The Urban Crossing (3) (184027) - ArchDaily&lt;/a&gt;: &lt;p&gt;Levels of detail in the city&lt;/p&gt;</description><link>http://url2012.tumblr.com/post/12947549434</link><guid>http://url2012.tumblr.com/post/12947549434</guid><pubDate>Thu, 17 Nov 2011 20:00:35 -0500</pubDate></item><item><title>Another test with default CE3 vegetation</title><description>&lt;img src="http://24.media.tumblr.com/tumblr_ltvgq4QTu31r5d1bjo1_500.jpg"/&gt;&lt;br/&gt; &lt;br/&gt;&lt;img src="http://24.media.tumblr.com/tumblr_ltvgq4QTu31r5d1bjo2_500.jpg"/&gt;&lt;br/&gt; &lt;br/&gt;&lt;img src="http://25.media.tumblr.com/tumblr_ltvgq4QTu31r5d1bjo5_r1_500.jpg"/&gt;&lt;br/&gt; &lt;br/&gt;&lt;img src="http://25.media.tumblr.com/tumblr_ltvgq4QTu31r5d1bjo6_r1_500.jpg"/&gt;&lt;br/&gt; &lt;br/&gt;&lt;img src="http://25.media.tumblr.com/tumblr_ltvgq4QTu31r5d1bjo7_r1_500.jpg"/&gt;&lt;br/&gt; &lt;br/&gt;&lt;p&gt;Another test with default CE3 vegetation&lt;/p&gt;</description><link>http://url2012.tumblr.com/post/12109521372</link><guid>http://url2012.tumblr.com/post/12109521372</guid><pubDate>Sun, 30 Oct 2011 05:22:00 -0400</pubDate></item></channel></rss>
