Objective: survive as long as possible; buildings are infinitely generated.
Controls: WAD to change direction (player is constantly pushed forward), SPACE to jump.
Challenges: random probability for a sideways gust of wind when jumping. Subsequent gusts of wind increase in strength.
Counters: collect orbs which reduce the strength of the wind at the cost of increasing the player's speed.
Every feature was created from scratch and uses no built in components.
Player is mapped in a bounding ellipsoid and tests for collisions against each polygon.
Notice how we can move closer to the block when turned.
Only the diffuse texture is sampled, looking flat. (The light direction has been adjusted to be perpendicular to the surface for exaggeration).
Now both the diffuse and normal texture are sampled, showing bumps. (The light direction has been adjusted to be perpendicular to the surface for exaggeration).
Activated after reaching a certain speed (through collecting orbs). Implemented using a velocity map.
Player misses a jump.