Moving Fake Objects with Fake Forces
When I tried to design a movement controller for a submarine in Unity, I felt up to the challenge. After all, exerting forces on objects is my main way of interacting with the world. I’ve written previously about my submarine game project; essentially, I’m making a fun little game, inspired by my personal experience, where you drive a submarine around, hunt other submarines, dodge torpedos, etc. The game was never supposed to be a faithful representation of real life, it’s just for fun.
How Far is That By Car?
All of this code is on Github, so check it out, if you can!
My wife, Jackie, is a medical student at UCSF, but this week she visited me! So far, we’ve had a ton of fun in Norfolk, and we have some great plans for the weekend.
Navigating with Fractals
I caught COVID at work earlier this year, so I ended up with a few weeks at home in isolation. In order to pass the time, I decided to try and learn a bit about the Unity game engine. I had a blast with it, and started to wonder how hard it would be to program a (simple) video game. The 3D physics simulation within Unity reminded me a lot of the phase spaces in continuous dynamics, which I have studied a fair bit, so I felt up to the challenge.