Moves files to folders for navigation categories

This commit is contained in:
Rosia E Evans 2023-10-11 00:21:27 +01:00
parent 82e1d9fc0c
commit b1e0642c6b
10 changed files with 188 additions and 0 deletions

View file

@ -0,0 +1,35 @@
# AardvarkXR
## What it is
Aardvark is a development framework, currently in alpha, designed to allow users to open small apps (known as gadgets) over the top of virtual reality programs or games. You could think of it as a mobile phone for use within
any vr software, its main focus is providing small utilities such as calculators or note taking apps. Developers can create apps for Aardvark using web code which it then renders over the users view, these renders can be 2D
or 3D which is a rather big positive as steamVR doesnt support 3D rendering on overlays so Aardvark has to do this itself. Due to all the code being webbased and run on servers, all gadgets are innately multi-user (with a small amount
of work from the developer) and when in social vr apps, people can open gadgets that will be seen by all other users within that program.
I was first introduced to Aardvark through a hackathon the developers ran on its inital release to the public in an attempt to gain developers to create basic apps for it, and since then I have periodically revisited it
when ideas for gadgets come to mind. When taking part in the first hackathon I had little to no experience with javascript or html, let alone typescript (the main language used for Aardvark development), so I was required
to teach myself over the course of the 3 days the hackathon ran for.
<iframe width="560" height="315" src="https://www.youtube.com/embed/pux6RbySUMU" frameborder="0" allow="accelerometer; autoplay; clipboard-write; encrypted-media; gyroscope; picture-in-picture" allowfullscreen></iframe>
## What I did
During the first hackathon I proposed and worked on an audio visualiser tool that would run in the background of the users environment as they worked, reacting to their desktop audio. I also designed and created 3D models for other
developers programs, such as icons for a playing card app; one of the first apps to be published on the platform.
Around 4 months later I revisited Aardvark to create a photo viewing app which was originally a personal project but became a team effort with another member of the community who offered
to join development, the app allowed users to upload images which were stored using ipfs (a decentralized storage system) and had multi-user functionality allowing different people to show each other photos. The main idea of the program was to allow vr artists to
open reference images within their prospective drawing apps.
<iframe width="560" height="315" src="https://www.youtube.com/embed/E3gw_GXHH1s" frameborder="0" allow="accelerometer; autoplay; clipboard-write; encrypted-media; gyroscope; picture-in-picture" allowfullscreen></iframe>
As well as this I have also worked on the base code of the project itself. Originally Aardvark had the user open its Ui through a button on their hand which took up valuable visual space used by alot of other programs.
I was tasked with creating a more intuitive solution which ended up being a gesture based system. With little to no guidance I had to read and gain a full understanding of the projects mid-level inner workings and
rewrite large sections of it. After a week or so I produced a gesture system that allowed the user to bump the ends of their controllers together to open and close the menu. I also created a developer tool to allow
developers to tweak the gesture to ensure it worked for their specific controllers.
<iframe width="560" height="315" src="https://www.youtube.com/embed/9uG2HSavA1U" frameborder="0" allow="accelerometer; autoplay; clipboard-write; encrypted-media; gyroscope; picture-in-picture" allowfullscreen></iframe>
<iframe width="560" height="315" src="https://www.youtube.com/embed/FzQcE9UeOao" frameborder="0" allow="accelerometer; autoplay; clipboard-write; encrypted-media; gyroscope; picture-in-picture" allowfullscreen></iframe>

View file

@ -0,0 +1,15 @@
# Tower defence game
## What it is
A tower defence game, mostly created over the course of 1-2 months to allow myself and a friend to gain a better understanding of python. Players can place cats to attack balls of wool rolling along a path. Cats can
be upgraded with different upgrade paths and can be deleted to allow for a partial refund. The tower system was designed to be easily expanded and altered along with a rudimentary map file system that allowed users to
add maps of their own design. Although a functional prototype was created, no artist was ever found to allow for a proper art pass or visual redesign so the project never left this first phase.
<iframe width="560" height="315" src="https://www.youtube.com/embed/YUKdlVf9n30" frameborder="0" allow="accelerometer; autoplay; clipboard-write; encrypted-media; gyroscope; picture-in-picture" allowfullscreen></iframe>
## What I did
Almost all of the project was a team effort with I and my friend sharing ideas and working on the same code in a pair programming set-up, swapping and working off each others ideas. I proposed alot of the original logic behind the movement
systems, the level select menu and the file structure for custom maps along with alot of the smaller features such as tower placement and selection. These proposals were built off by both myself and my partner as the system
evolved in complexity and scale.

View file

@ -0,0 +1,17 @@
# EPQ Project
## What it is
This project was completed for my Extended Project Equalification (also known as EPQ). During the EPQ, a student will pick a subject of their choice, research it and then either write a paper or create a piece of media
(an "artefact") based on what they have learnt. For my subject I originally chose physics simulation as at the time I lacked confidence in maths and wanted to force myself to relearn and become more comfortable with it.
The idea of combining VR with this later came about in an attempt to make the project more modern so more primary research and testing could be done.<br><br>
The end result was a system that allowed the user to interact with a virtual environment with 6 degrees of freedom, they could pick up, move and throw objects with their fingers, hands and head being fully tracked to the
real world. Due to time restraints, the physics simulation was released separately and, although fully capable of location and force calculation, could not take rotation of objects into account. The project was given a high A grade.
<iframe width="560" height="315" src="https://www.youtube.com/embed/pSlHM0kMijA" frameborder="0" allow="accelerometer; autoplay; clipboard-write; encrypted-media; gyroscope; picture-in-picture" allowfullscreen></iframe>
## What I did
Over the course of 4-5 months I researched and taught myself a large amount of vector maths, the basics of C++, the basics of physics engines, a large portion of Blender and Unreal Engines toolset,
a small amount of 3D rendering theory and the basics of game design for virtual reality. Using this I created a fully functional VR interaction system with many custom made assets, materials and classes as well as a
very basic physics engine built in C++.

View file

@ -0,0 +1,16 @@
# Mind Map Maker
## What it is
This project was completed as a large percentage of my final A-level computer science grade. Every student had to choose a language or development framework and create a program for a client, whilst most students chose to
create video games for their siblings, I chose to create mind map software as my sister was soon to start her GCSEs and was struggling to revise. The software had to run on a £70 laptop and allow for files to be transfered between
copies of the software. I also aimed to create an intuitive and relatively unrestrictive system as my sister was an art student and had little experience with digital design software.
<iframe width="560" height="315" src="https://www.youtube.com/embed/qIV7RvNZ22c" frameborder="0" allow="accelerometer; autoplay; clipboard-write; encrypted-media; gyroscope; picture-in-picture" allowfullscreen></iframe>
## What I did
I independently created this program over the course of 24 hours spread over 2 months. I chose to write the sofware in Unity as I wanted to learn a new engine and knew that unitys use of scenegraphs
would make the process of development alot faster as I wouldn't have to calculate scales and positions of mind map components as unity would do this all in the background, allowing me to focus on the larger aspects of the project. <br> <br>
As one of the software requirements was to run on very low end computers I also had to ensure I was creating scripts that would run as efficiently as possible when compiled, this regularly meant having to
weigh up the strengths and weaknesses of different libraries, often choosing ones with drawbacks in favour of their lower usage of memory.