Development Notes (Continued)

devNotes 9-21-16 Platonic Solids – Event Routing

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devNotes 9-20-16 Cube Octahedron – Platonic Geometry Attractor Selector

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devNotes 9-19-16 Platonic – Solids Plus Attractors

Cuboctahedron2

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devNotes 9-18-16 Platonic Solids Attractors

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devNotes 9-17-16 UI work Blend Modes

hsv-colour-palette2

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devNotes 9-16-16 UI work Initialization – Serialization

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devNotes 9-15-16 Color Pickers UI Work

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devNotes 9-14-16 Double Slider UI Work

double_SLD

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devNotes 9-13-16 Electric Universe – Fibonacci

trerthrht

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devNotes 9-12-16 UI Sliders – User Experience – Pendulums

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devNotes 9-11-16 Pollish Hone UI Layout

tween

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devNotes 9-10-16 color picker transformation – multiple start geometries

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devNotes 9-9-16 ui design and layout demo

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devNotes 9-8-16 Serialization Controller Presets

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devNotes 9-7-16 Persistent Presets

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devNotes 9-6-16 Presets Serialization Audio

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devNotes 9-5-16 Presets – Transitions – 2nd Pendulum

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devNotes 9-4-16 Second Pendulum – Shader Study – Performance Limits

Screenshot_269.0889_

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devNotes 9-3-16 Geometry Shaders Generating Tetrahedrons

Regular_Tetrahedron_1

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DevNotes 9-2-16 Incorporate Compute Code into Pendulum Platform

stock-vector-vector-illustration-of-celtic-knot-motif-28356331

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devNotes 9-1-16 CUDA Best Practices – Occupancy Calculator

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devNotes 8-31-16 Combine Compute and Geometry

shader

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devNotes 8-30-16 Compute Shader Geometry Shader Pendulum

Screenshot_1753.6560_

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devNotes 8-29-16 Compute Shaders with Geometry

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devNotes 8-28-16 Compute And Geometry Shaders

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devNotes 8-27-16 vesica pisces – pendulum – particle systems

Vesica_piscis_circles.svg

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devNotes 8-26-16 Story Board 1

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devNotes 8-25-16 Pendulum

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devNotes 8-24-16 Rope Physics – Pendulum

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devNotes 8-23-16 serialize vector3 – lines – events

Screenshot_207.3445_

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devNotes 8-22-16 equidistant segmenting hex lengths

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devNote 8-21-16 A Unifying Framework

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devNotes 8-20-16 Wing – Stylus – Note Disbursement

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devNotes 8-19-16 Path Drawing Constant Velocity Curves on Surface of Sphere

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devNotes 8-18-16 Three Voices – Colors – Video

Cool-Rubiks-Cubes-Google-Chrome-Edition

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devNotes 8-17-16 Note List with Positions

voices

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devNotes 8-16-16 MultiVoice – Vamp – Ostinato

42

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devNotes 8-15-16 Note Collision Latency – Multi Voice – Multi Instrument – Filter Adjustment

Screenshot_47.3444_

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devNotes 8-14-16 Multi Voice – Persistent Filtering

Screenshot_194.6111_

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devNotes 8-13-16 Three Voices Three Instruments

Screenshot_102.5556_

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devNotes 8-12-16 Controller Radial Menu – ScreenShots

Screenshot

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devNotes 8-11-16 Vive Echo Bose

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devNotes 8-10-16 Echo light ao darkness order ao chaos

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devNotes 8-9-16 Controller Hex Drawing

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devNotes 8-8-16 UI Interaction Stone Fox – 12 Horns

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devNotes 8-7-16 UI Skinning – Line Drawing – Hex Lighting – 12 Horns

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devNotes 8-6-16 renderTexture Layer definition – Illustrate

CpDt2EcXgAEDmod

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devNotes 8-05-16 Hex Lighting – Follow sphere – Instanced Rendering

Co6VO5pWgAItGuG

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devNotes 8-04-16 Controller Interaction with Argos Sphere

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devNotes 8-03-16 Vive Input Module

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devNotes 8-2-16 HTC Vive Development Workflow & Min App

interpreted2

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devNotes 8-01-16 HTC Vive config and build setup

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devNotes 7-31-16 Heart Radiator Sensor

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devNotes 7-30-16 Drawing Lines

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devNotes 7-29-16 Controller Singleton – Delegates – Events

Screen Shot 2013-04-30 at 1.58.15 PMUFO, UFOs, sighting, sightings, alien, aliens, sun, April, 2013, burst, solar, cube, W56, black, square, NASA, soho, top secret, area 51, Justin bieber, news,

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devNotes 7-28-16 Oera Linda – Navigation – Drawing

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devNotes 7-27-16 Singleton Controller – Movement – Drawing

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devNotes 7-26-16 Tetragrammaton

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devNotes 7-25-16 base android gearVR

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devNotes 7-24-16 roots – resonance – ring

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devNotes 7-23-16 new minapp – test on GearVR

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devNotes 7-22-16 nature

Tafel_002_300

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devNotes 7-21-16 OTF drawing circular buffs spline smoothing

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devNotes 7-20-16 Spline Brush Draw

330px-Awen_symbol_final.svg

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devNotes 7-19-16 Spline Timing Factory Quad Distribution

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devNotes 7-18-16 Catmull Rom Drawing – Equidistant Quad Centers

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devNotes 7-17-16 Catmull Rom Spline Paint Function

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devNotes 7-16-16 Line Drawing – Splines the Discreet to the Continuous

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devNotes 7-15-16 backgound texture shader profiler quad pool

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devNotes 7-14-16 paint – echo

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devNotes 7-13-16 monitor logcat analysis and optimizations

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devNotes 7-12-16 Bench Tabbed UI World Sphere Cursor

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devNotes 7-11-16 GearVR performance – contact Vuforia & Unity

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devNotes 7-10-16 profiling TDD performance goals

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devNotes 7-09-16 exercise fluid pathways

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devNotes 7-08-16 adb debug workflow

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devNotes 7-07-16 galaxy 7 usb debug – performance – initial tests

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devNotes 7-06-16 mvc hierarchy, persistent storage, reload preferences

Map of the Arctic by Gerardus Mercator. First print 1595, this editon 1623.

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devNotes 7-05-16 utility ui, survey, tools,  json

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devNotes 7-04-16 accordion 3d button selector – movement – sound follow

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devNotes 7-03-16 ui interaction navigation message processing

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devNotes 7-02-16 navigation OVR Camera rig movement

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devNotes 7-01-16 sphere interaction cursor states voronoi

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devNotes 6-30-16 GearVR testing navigation sphere cursor states

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devNotes 6-29-16 navigation UI state cursor follow

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devNotes 6-28-16 cursor ui interaction – sphere gaze intersection – cursor state

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devNotes 6-27-16 mvc structure ui interaction

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devNotes 6-26-16 fsm mvc ui Trygve Reenskaug

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devNotes 6-25-16 ioc – amvcc or application-model-view-controller-component

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devNotes 6-24-16 OVR cursor canvas interaction – transitions – triggers

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devNotes 6-23-16 AR-VR transitions, singleton manager, ui modal dialog

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devNotes 6-22-16 cursor swap, tool selection, editor functions

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devNotes 6-21-16 json, scriptable objects, trackable movement, timing and placement

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devNotes 6-20-16 modal menu cycling, scroll plate, tap tap tap

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devNotes 6-19-16 navigation into sphere, HUD, user experience

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devNotes 6-18-16 UI GearVR, devPipeline, radial menus

Untitled-10

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devNotes 6-17-16 GearVR UI work, user movement and navigation

ClIs8BIUYAA8Rn7

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devNotes 6-16-16 pipeline back to vr, movement, sphere cursor

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devNotes 6-15-16 Sound Plot, Circular buffer, Echo Processing

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devNotes 6-14-16 echo editor ui, argos mesh draft, phi

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devNotes 6-13-16 echo interface, argos meshDraft levels, vertical processing

phi

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devNotes 6-12-16 VR lab, sound and partSys interfaces

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devNotes 6-11-16 GearVR interface, parameter adjustment settings file, movement

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devNotes 6-10-16 CLJ AR/VR composition, refinement, integrity

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devNotes 6-09-16 GearVR UI, Argos Sphere Indexing, AR UI Interactions

Android 6 xxhdpi 1440x2560_boofta

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 devNotes 6-08-16 texture writing, echo buffer performance, multi tracking

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devNotes 6-07-16 audio latency, GearVR ui and mobile testing

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devNotes 6-06-16 GearVR pipeline, micInput, audio compression

Screenshot_2016-06-06-00-44-25[1]

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devNotes 6-5-16 android UI, handheld AR, Argos VU

Screenshot_2016-06-04-23-14-32[1]

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devNotes 6-4-16 orientation, navigation, gyro, compass raw vector

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devNotes 6-3-16 native vuforia app structure, dev UI, look and feel

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devNotes 6-2-16 AR sample, ARM performance and debug

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devNotes 6-1-16 Vuforia 5.5 base, gearVR and performance evaluation

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devNotes 5-31-16 fundamental lock, voice tracking, harmonizing

music-pitch-432-fibonacci (1)
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devNotes 5-30-16 onFilterRead, windowing and FFTs

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devNotes 5-29-16 Mic input, processing and recording

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devNotes 5-28-16 sound generation, audio processing, harmonizer

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devNotes 5-27-16 sound processing, alignment and generation

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devNotes 5-26-16 quad pool, object reuse, memory management

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devNotes 5-25-2016 GPU instancing, audio echo, list processing

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devNotes 5-24-16 Argos Brush, List performance, subFrame tweens

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devNotes 5-23-16 sound visualization, particle system instances, pivot rotations

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devNotes 5-22-16 topologies, voronoi baking

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devNotes 5-21-16 code review, app design and sound painting

soundPaint

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devNotes 5-20-16 lines, fills and fibonacci

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devNotes 5-19-16 three tier workflow – particle system foundry

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devNotes 5-18-16 detail, precision, focus, hexagonal solids

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devNotes 5-17-16 particle system positioning, world space and ps threading

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devNotes 5-16-16 timed tweens, visual flow and particle dynamics

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devNotes 5-15-16 particles, instantiation, fibRider and tweening

TILE

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devNotes 5-14-16 navigation, particles and time tweens

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devNotes 5-13-16 timing, events and tweening

popopoepr

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devNotes 5-12-16 scrubber, event editing and composition

recursion3

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devNotes 5-11-16 path follow, koreographer & theme

oscillator_controls

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devNotes 5-10-16 patterns, particle system internals, crossfades

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devNotes 5-09-16 events, vizEls and spinerettes

vinette4

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devNotes 5-08-16 dotProduct gatherings

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devNotes 5-07-16 phasor on icoplane

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devNotes 5-07-16 icosahedral projection

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devNotes 5-05-16 Video Project 1

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devNotes 5-04-16 midi events animations procrustean

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devNotes 5-03-16 midi specs, delegates and events

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devNotes 5-02-16 foriero – sequencer

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devNotes 05-01-16 fibo Begin the Beguine

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devNotes 4-30-16 ArgosFibonacci.cs – iTween driven quaternion lerp

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devNotes 4-29-16 ArgosFibonacci.cs – iTween Callbacks

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devNotes 4-28-16 ArgosFibonacci.cs – quad cells – indexing and tweening

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devNotes 4-27-16 fibonacci nodes – triangulation and meshing

Prizm_4

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devNotes 4-26-16 fibonacci voronoi position list nb direction ordering

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devNotes 4-25-16 voronoi position list and data structure

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devNotes 4-24-16 build hexagons from veronoi positions

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devNotes 4-23-16 hex alignment and placement

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devNotes 4-22-16 hex generation using subdivision

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devNotes 4-21-16 tcq implementation – hex mapping and indexing

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devNotes 4-20-16 tcq – unit testing continued

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devNotes 4-19-16 tcq – unit testing – 2D rotator

CW+Rotator

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devNotes 4-18-16 triangle center quality – projections to/from the uv plane

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devNotes 4-17-16 triangle center quality – point in given cell

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devNotes 4-16-16 instancing tethered masses with radial repelling forces

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devNotes 4-15-16 triangle grading – Voronoi cells and Delaunay triangulation

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devNotes 4-14-16 tile matching and scaling – multum in parvo

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devNotes 4-13-16 quaternion mesh tile matching

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devNotes 4-12-16 spherical mapping – audio xurious

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devNotes 4-11-2016 ico-sphere projection mapping – audio sample

Overlay_Hexshim_50

devNotes 4-10-16 goldberg polyhedra construction and addressing

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devNotes 4-09-16 circle lattice packing

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devNotes 4-08-16 adb – code for ui netManager – 3rd geometry layer

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devNotes 4-07-16 slerpspergsburg unclamped

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devNotes 4-06-16 elastic slerp – quaternion tweens overshoot

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devNotes 4-05-16 pcg utilities – quad spawning – tween – elastic

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devNotes 4-04-16 minApp – targeting & timed performance – as list

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devNotes 4-03-16 networking – front end UI – prepare for testing

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devNotes 4-02-16 networking netMove states – Cmd from client

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devNotes 4-1-16 networking – remote testing

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devNotes 3-31-16 networking – remote client

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devNotes 3-30-16 networking – Parenting netCamera – netCamMove code

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devNotes 3-29-16 networking – Setting up a Multiplayer Project

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devNotes 3-28-16 networking – NetTransform, PlayerObj, NetBehaviour

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devNotes 3-27-16 path recording – spline continuity and net spawning

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devNotes 3-26-16 unoShader unlit – unity online conference – wtb

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devNotes 3-25-16 paint_track – paintList_track – movement recording

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devNotes 3-24-16 cursor design

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devNotes 3-23-16 cursor design

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devNotes 3-22-16 cursor & hex addressing

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devNotes 3-21-16 cursor & hex addressing

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devNotes 3-16-16 hex map seam

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cursor work

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argosSphere nav table

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Argos – devNotes – nov 2015 to Mar 2016 

hex_Addressing

    public float argos_bloom_envelope(float T1, float T2, float t)
    {
        if(t<T1)
        {
            return Mathf.Sin((t / T1) * (Mathf.PI / 2f));
        }
        else if(t>T1 && t<T2+T1)
        {
            return Mathf.SmoothStep(1f, 0f, (t - T1) / T2);
        }
        return 0f;
    }

    public float argos_wiggle_evnvelope(float T1, float T2, float t)
    {
        float bas,amp;

        bas = 1f - (pctModulate / 2f);
        amp = pctModulate / 2f;

        float lev = argos_bloom_envelope(T1, T2, t);
        float wiggle = bas + amp * Mathf.Sin((t) * (wiggleFreq*2f*Mathf.PI));
        if(t>0f && t < T2 + T1)
        {
            return lev * wiggle;
        }
        return 0f;
    }

 

smoothstep_envelope

cursor2

Now on to the animated cursor…

Note on moving between – Dev Build and Tango Build

in

uncomment

and comment out

in

and return the Tango_AR_Camera to position = (0,0,0)

    public int getHexIdx(Vector3 point)//error code means point outside of 1% tolerance
    {
        int qIdx = getLLQuadIdx(point);

        if (qIdx == -1) return -1; //point outside of 1% radius tolerance 

        Vector3 v0 = LLQuads[qIdx].mdQuad.vertices[0];
        Vector3 v1 = LLQuads[qIdx].mdQuad.vertices[1];
        Vector3 v2 = LLQuads[qIdx].mdQuad.vertices[2];
        Vector3 v3 = LLQuads[qIdx].mdQuad.vertices[3];

        Vector3 vXn = v2 - v0; float magX = vXn.magnitude;  vXn.Normalize();
        Vector3 vYn = v1 - v0; float magY = vYn.magnitude; vYn.Normalize();

        Vector3 vP = point - v0;
        float magP = vP.magnitude;

        if (Vector3.Dot(vXn, vP) < (1f / 6f) * magX) return LLQuads[qIdx].H_idx[0];

        if (Vector3.Dot(vXn, vP) > (5f / 6f) * magX) return LLQuads[qIdx].H_idx[3];

        if (Vector3.Dot(vXn, vP) > ((1f / 3f) * magX) && Vector3.Dot(vXn, vP) < ((2f / 3f) * magX))
        {
            if (Vector3.Dot(vYn, vP) < (1f / 2f) * magY) return LLQuads[qIdx].H_idx[1];
            else return LLQuads[qIdx].H_idx[2];
        }

        Vector3 A = v0 + (1f / 6f) * vXn * magX;
        Vector3 B = v0 + (1f / 3f) * vXn * magX + (1f/2f) * vYn * magY;
        Vector3 C = v1 + (1f / 6f) * vXn * magX; 
        Vector3 D = v2 - (1f / 6f) * vXn * magX; 
        Vector3 E = v2 - (1f / 3f) * vXn * magX + (1f / 2f) * vYn * magY;
        Vector3 F = v3 - (1f / 6f) * vXn * magX; 

        Vector3 APos = point - A;
        Vector3 AB = B - A;

        Vector3 CPos = point - C;
        Vector3 CB = B - C;

        Vector3 vFwd = point.normalized;

        if (Vector3.Dot(vXn, vP) > (1f/6f)*magX && Vector3.Dot(vXn, vP) < (1f/3f)*magX)
        {
            if (Vector3.Dot(vYn, vP) < (1f/2f)* magY)
            {
                if (Vector3.Dot(Vector3.Cross(APos, AB), vFwd) > 0) return LLQuads[qIdx].H_idx[0];
                return LLQuads[qIdx].H_idx[1];
            }
            else
            {
                if (Vector3.Dot(Vector3.Cross(CPos, CB), vFwd) < 0) return LLQuads[qIdx].H_idx[0];
                return LLQuads[qIdx].H_idx[2];
            }
        }

        Vector3 DPos = point - D;
        Vector3 DE = E - D;

        Vector3 FPos = point - F;
        Vector3 FE = E - F;       

        if (Vector3.Dot(vXn, vP) > (2f/3f) * magX && Vector3.Dot(vXn, vP) < (5f/6f) * magX)
        {
            if (Vector3.Dot(vYn, vP) < (1f/2f)*magY)
            {
                if(Vector3.Dot(Vector3.Cross(DPos, DE), vFwd) > 0) return LLQuads[qIdx].H_idx[1];
                return LLQuads[qIdx].H_idx[3];
            }
            else
            {
                if (Vector3.Dot(Vector3.Cross(FPos, FE), vFwd) < 0) return LLQuads[qIdx].H_idx[2];
                return LLQuads[qIdx].H_idx[3];
            }
        }
        return -1;
    }