Our Blobby, the Head, falls off a wall; rotates on the floor; ejects by a spiral spring; travels through a tunnel; expriences many adventures he can never think of :)
a) Texture Mapping
Wall and floor are created using volume texture mapping and bump mapping techniques. A volume texture map produces a surface color on an object which is a function of the 3D coordinates of the surface. While bump-mapping give a surface more interesting texture by varying the normals to the surface. The procedure causes the lighting model to assign different colors to patches of a surface, making it appear rougher.
b) Polyhedra and Quadric Surface
Scene decorations are modeled using different combinations of polyhedra and quadric surfaces.
d) Physical Movement
The Head is translated along a projectile, calculated as:
X = Xo + Vx * t;
Y = Yo + Vy * t - 0.5 * g * t^2;
following the simple harmonic motion of the spring.
e) Procedural Textures
A 3D Cellular Automaton array is used to map the surface color of the final 3 spiral springs.