Okami Paintbrush Recreation
For my 5-week specialization course at TGA I chose to recreate one of my favorite gameplay features of all time. It uses a combination of graphics/shader programming, gameplay programming and image recognition using OpenCV. Read in full detail: https://elingranath.com/game_desc/specialization.html
Programming by me, all graphical assets aside from the paintbrush model are borrowed with permission from other students at TGA.
(Credits as well as a more thorough overview can be found at https://elingranath.com/game_desc/specialization.html)
Painting is done by directly modifying the pixel data of a texture.
The texture is then read using image recognition by using a .xml file generated from training the AI and returns an output symbol that can then be used for gameplay programming.
The image recognition is handled on a separate thread to prevent freezing due to lookup time. Callback is used for when the image recognition process is done.
An example of one of the action implementations: The tree slash! It casts multiple rays within the bounds of the slash symbol, and checks if one of the rays hits a tree. Then it adds it to a map using object ids as the key. This allows you to hit multiple trees with one single slash.
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