Attempt at Basic HTML and CSS

After completing the full HTML and CSS tutorials on Code Academy I wanted to follow a tutorial which combined the two with the end goal of producing a pleasing to the eye website.

HTML-01

Enter a caption

HTML layout with minimal CSSHTML-02

HTML-CSS 03

Enter a caption

Adding basic CSS with font colours, font-family, font size etc.

HTML-CSS 04

Enter a caption

Adding backgrounds in CSS

HTML-CSS 05

Enter a caption

Adding a background for class showcase-content adding padding, opacity etcHTML-CSS 06HTML-CSS 07HTML-CSS 08

Advertisements

Moving Cube C# and Unity

I wanted to learn to make a cube which could be controlled by arrow keys to move around in Unity. From here I want to learn trigger events and importing different assets to use instead of a cube.

Here I focused on using the transform.Translate(Input.GetAxis(“Horizontal”)*Time.deltaTime, 0f, Input.GetAxis(“Vertical”)*Time.deltaTime);

The C# code in the project panel of Unity was dragged onto the 3D cube object so the code knew what it was referencing.

This code uses translate, which is a type of transform, telling the cube to read the Unity Horizontal X axis and Vertical Z axis in the axes panel in Edit > Project Settings > Input.

This was written in the void Update () { section of code.

I then added a public float moveSpeed; at the beginning of the code. The float is used so decimals can be an option. Also as this is a public variable it will appear in the Unity editor.

Underneath void Start () { I assigned the moveSpeed =5f, so the speed is of 5 float. This number can be adjusted in the Unity editor during play mode to find the desired speed.

I then returned to my transform.Translate code and added the moveSpeed as a multiplier to the Input.GetAxis for both Horizontal and Vertical.

Voila!

3DS Max, Max Man Animation

Just a short animation using Max Man in 3DS Max produced in my undergrad. It was surprisingly a lot more complicated than this video looks, I found moving each part of the skeleton to be incredibly challenging, it required huge attention to detail.

The purpose of the assignment was to try to capture the sense of gravity/weight/pressure.

Level Design in Unity

Screen Shot 2017-04-28 at 18.17.25

In my undergrad I had used Unreal for level design and now want to explore the potential Unity has to offer after discovering some amazing recent games such as The Uncertain were produced in Unity.

Here’s a level I’ve been making so far, once I’ve finished working on the design to the stage I am happy I will be working in C# to experiment with gameplay features.

This has taught me about texturing, editing terrain, building, etc.

Randomised Dice Rolling C#

Here is my attempt at randomised dice rolling in C# using Visual Studio.

This was another way to experiment with a for loop
dice[i] = rand.Next(1, 6 + 1); – even though I could write (1, 7), I found I could also write (1, 6 + 1); which may be a clearer communication of code to other developers to explain 6 is the highest included value required.

Identifiers, Defining Variables and Pointers in C++

pointers

When following a tutorial, I made the value of x, 7 and the value of y, 42.

I then set the pointer value to assign the address of x, so for the first paragraph *ip=7
In the second paragraph x now has the value 73. So x = 73, y remains 42 and the *ip has changed in accordance to addressing x and is now 73.

In the third paragraph ip is assigned to the address of y.
So x = 73, y remains 42 and ip has changed in accordance to addressing y and is now 42.

This tutorial taught me about the following:

Identifiers:

Are tokens that provide readable names for variables, function, labels and defined types, made up of letters and numbers within a set of constraints.

Defining Variables:

Can be identified as:

int: i;
i = 7;

or as

int: i = 7;

variable i has a value of 7.

  • C++ uses qualifiers, sometimes called modifiers, that change the behaviour variables in various ways.
  • Eg. const qualifier = read only, prevents value being changed. Eg. const int = 7;
  • A variable is a typed and named location in memory
  • Memory is allocated for the size of an integer associated with the name x, integer value 1 is copied into the memory location associated with the integer variable x.

Pointers:

int: x;

x = 1;

int y = x;    is both a definition and an assignment

int *ip;   is a pointer to a value, ip is pointer to int

& = reference operator or address operator.

ip = &x  this assigns address of x to integer pointer ip

y = *ip  this copies the pointed value by ip which currently points to integer variable x which currently points to integer variable y. In this case the * is called the pointer dereference operator.