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Blog | Jeff Hube

Keeping Water Out of a Boat. July 07, 2017. Here is a long overdue post I wanted to make about the game I worked on for Global Game Jam. 2017, Wrath of Poseidon. When we first placed the boat in the water, the water plane clipped right though it, as seen below. This results in a pretty sad looking boat, so we needed to find a way to make sure the water is only drawn around the boat. July 05, 2016. If you use the Force.com Web Service Connector. Salesforce: Globals and Breaking Changes, Part 2. April 25, ...

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Blog | Jeff Hube | jeffhube.com Reviews
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Keeping Water Out of a Boat. July 07, 2017. Here is a long overdue post I wanted to make about the game I worked on for Global Game Jam. 2017, Wrath of Poseidon. When we first placed the boat in the water, the water plane clipped right though it, as seen below. This results in a pretty sad looking boat, so we needed to find a way to make sure the water is only drawn around the boat. July 05, 2016. If you use the Force.com Web Service Connector. Salesforce: Globals and Breaking Changes, Part 2. April 25, ...
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Blog | Jeff Hube | jeffhube.com Reviews

https://jeffhube.com

Keeping Water Out of a Boat. July 07, 2017. Here is a long overdue post I wanted to make about the game I worked on for Global Game Jam. 2017, Wrath of Poseidon. When we first placed the boat in the water, the water plane clipped right though it, as seen below. This results in a pretty sad looking boat, so we needed to find a way to make sure the water is only drawn around the boat. July 05, 2016. If you use the Force.com Web Service Connector. Salesforce: Globals and Breaking Changes, Part 2. April 25, ...

INTERNAL PAGES

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1

Demos | Jeff Hube

http://www.jeffhube.com/demos

For my Computer Graphics II course, I chose to do a project on rendering voxels. I created two demos showing some of the ways that voxels can be rendered. This demo uses the marching cubes algorithm. Which creates a triangle mesh from voxel data. This 2D metaball implementation uses point sprites. It maps density and time to uv coordinates of a texture, which allows for neat effects and animations. July 05, 2016. Salesforce: Globals and Breaking Changes, Part 2. May 10, 2016. April 27, 2016.

2

Unstitched | Jeff Hube

http://www.jeffhube.com/games/unstitched

Unstitched was a group project for the course Game Design and Development II. In Unstitched, the player can walk on or be crushed by shadows, which are solid objects. The player controls the time of day, which affects the direction that shadows are cast when the player is outside. When inside, the player can interact with light switches to turn lights on or off. July 05, 2016. Salesforce: Globals and Breaking Changes, Part 2. May 10, 2016. Salesforce: Globals and Breaking Changes, Part 1. April 27, 2016.

3

Penguin Panic | Jeff Hube

http://www.jeffhube.com/games/penguin-panic

Penguin Panic is a game that I developed in less than two days for the We 3 Games. Event at RIT. The objective is to avoid the obstacles while collecting fish for extra points. Over time, the player’s movement speed and the number of obstacles increase. July 05, 2016. Salesforce: Globals and Breaking Changes, Part 2. May 10, 2016. Salesforce: Globals and Breaking Changes, Part 1. April 27, 2016. April 25, 2016.

4

Metaballs | Jeff Hube

http://www.jeffhube.com/demos/metaballs

This 2D metaball implementation uses point sprites. It maps density and time to uv coordinates of a texture, which allows for neat effects and animations. For the first pass, the metaballs are drawn as point sprites using additive blending. The texture for the point sprite generated using the formula. July 05, 2016. Salesforce: Globals and Breaking Changes, Part 2. May 10, 2016. Salesforce: Globals and Breaking Changes, Part 1. April 27, 2016. April 25, 2016.

5

Voxel Ray Caster | Jeff Hube

http://www.jeffhube.com/demos/voxel-ray-caster

For my Computer Graphics II course, I chose to do a project on rendering voxels. I created two demos showing some of the ways that voxels can be rendered. This demo performs ray casting on the GPU to render voxel data held in a 3D texture. Implementation (both C /DirectX and C /OpenGL). First, volume data is loaded into a 3D texture from a file. The data for the foot was found at http:/ www.volvis.org/. July 05, 2016. Salesforce: Globals and Breaking Changes, Part 2. May 10, 2016. April 27, 2016.

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Blog | Jeff Hube

Keeping Water Out of a Boat. July 07, 2017. Here is a long overdue post I wanted to make about the game I worked on for Global Game Jam. 2017, Wrath of Poseidon. When we first placed the boat in the water, the water plane clipped right though it, as seen below. This results in a pretty sad looking boat, so we needed to find a way to make sure the water is only drawn around the boat. July 05, 2016. If you use the Force.com Web Service Connector. Salesforce: Globals and Breaking Changes, Part 2. April 25, ...

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