updates project pages

This commit is contained in:
Nye Evans 2021-09-25 12:54:43 +01:00
parent 34843263cf
commit a1a161569c
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<body>
<div id = "introScreenSpace">
<h1 id = "Title">
<div id = "siteTitle">Nye "Ro" Evans</div>
<div id = "siteTitle">Nye Evans</div>
<div class = "subTitle">Portfolio</div>
</h1>
</div>

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<h3>Aardvark XR</h3>
<div>
An open source project, this was a platform that would run small web-based apps over the top of other virtual reality programs, like a form of augmented reality within vr.
I helped produce apps, known as "gadgets" for the platform and created small additions to the main functionality of the program, adding a gesture system to allow the menu to be opened through hand gestures
I helped produce apps, known as "gadgets" for the platform and created small additions to the main functionality of the program, adding a gesture system to allow the menu to be opened through hand gestures.
</div>
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<div class = "itemText">
<h3>Vr interaction system</h3>
<div>
Done as a final project for my Extended Project Qualification (EPQ) and my first VR project, this was a program made in unreal engine that allowed users to grab and interact with physics based objects in VR.
Done as a final project for my Extended Project Qualification (EPQ) and my first VR project, this was a basic program made in Unreal Engine that allowed users to grab and interact with physics based objects
in a small VR garden.
</div>
</div>
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<div class = "itemText">
<h3>Mind map tool</h3>
<div>
The final project for my A-levels, this was a unity based tool that allowed the user to create mindmaps using a varied set of tools and a fully functional undo/redo system.
The final project for my A-levels, this was a Unity based tool that allowed the user to create mindmaps using a varied set of tools and a fully functional undo/redo system.
</div>
</div>

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<div class = "textBox">
<h2>What I did</h2>
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. My audio visualiser never got finished due to my lack of experience with typescript and Aardvarks inability to
request desktop audio access at the time.
developers programs, such as icons for a playing card app; one of the first apps to be published on the platform.
<br>
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
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</div>
<div class = "textBox">
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 space used by alot of other programs,
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. This resulted in a system where the user would bump the ends of their controllers together to open and close the menu, this addition to the program also utilised hysterisis to ensure the
user had a smooth experience with the project.
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.
</div>
<div class = "videoContainer">
<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>
</div>
<div id = "backButtonContainer">

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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 gains a high A grade.
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.
</div>
<div class = "videoContainer">
<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>
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<div class = "textBox">
<h2>What I did</h2>
Over the course of 4-5 months I researched and taught myself a large amount of vector maths, C++, the design of basic physics engines, a large portion of Unreal Engines toolset, a large portion of blenders toolset,
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++.

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<div class = "textBox">
<h2>What I did</h2>
Over the course of 24 hours spread over 2 months I planned, wrote pseudocode for and create the whole system. I chose to write the sofware in Unity as I wanted to learn a new engine and knew the 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 UI, tool, components and the
undo-redo system. <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
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.
</div>