Delayed but not discouraged
Just a quick update today; this application was built a few weeks ago, but the summer beckoned and I was outside enjoying nature to the fullest.
The gist of this software:
- Recreate the mathematics for Euclidean coordinate systems from the Holistic3D lectures, from memory
- Create a minimalist UI with the Panel Grid (from the course as well, helpful for setting up quick status windows)
- Re-draw the axis lines from a previous lesson
- Create the vector representation lines for each game object (using a singleton method that can be accessed by any additional gameobjects if needed)
- Make sure all the math works out
Things I learned:
- Have to really revisit the design patterns to ensure that I’m doing the proper structuring of my code;
- Need to familiarize with creating custom classes with overrides, and constructors.
- I did learn how to use the /// summary feature within Visual Studio to annotate functions! Very helpful.
- There was a caveat using the Math library vs. the Mathf library. My assumption is that Math is more accurate, because most of the variables coming out were typed as doubles. So Mathf would be the float values that I am more used to. If I used the Math lib for the inverse cosine for the theta calculation of the angle between two vectors, a result that I expected to be 180 degrees was coming out as NaN and breaking the math.
- Did some practice with finding pre-existing game objects using Unity’s GameObject.Find("") feature, which helped with redrawing the lines that connect the cubes to the origin.
- More practice with creating GameObjects parametrically, and assigning Unity shaders and materials to get them to render properly.
This week I will be completing the course and moving on to preparation for creating my first project!
