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jellymcjelloface's Introduction

Play the game here!
http://web.cs.ucla.edu/~dt/courses/CS174A/animations/assignment2-best-17f/AKELEY,DAVID/index.html
https://goo.gl/vjJpjL

NOTE: Due to a bug, you made need to perform a hard refresh (CTRL-SHIFT-R) to make the game work!

Jelly McJelloFace Readme  -  David Akeley 2017-11-25
      
      Dependencies: WebAssembly, WebGL 2, Garett's
      tinywebgl-ucla.js file for Web version. SDL2, GLM, OpenGL 3.3
      for C++ version (SSE support and _mm-style intel intrinsics
      also a plus). Skybox provided by
      http://www.custommapmakers.org/skyboxes.php
      
      I recommend firefox 57 at time of writing for the web version.
      Use the Makefile to compile the C++ version and WebAssembly library.
      
      This program simulates a cube of jello with a face sculpture
      made of beads embedded inside. The player can jolt the cube
      and soften it using a laser. The beads inside move with the
      jello as it jiggles and deforms. The jello is made up of a
      16x16x16 modified mass-spring system: the springs have their
      spring constant lowered as the laser shines on them, and
      there's an additional "pressure" force that fights to keep
      each sub-cube within the grid at a constant volume. This force
      doesn't get weakened by the laser and allows the cube to lose
      its shape as the laser weakens it without completely
      collapsing. Press shift+F to see the debug view for the grid
      mass-spring system.
      
      Two versions of the program are provided: a
      Javascript/WebAssembly version and a compiled C++ offline
      version. The C++ version has better performance (including
      SIMD support) and extra niceness like resizability and scroll
      support. Note that both versions depend on the same jellymjf.c
      backend; the web version depends on the non-human-readable
      libjellymjf-wasm.js file (and friends) that are cross-compiled
      from the C backend. If you're grading this I advise that you
      just trust me when I say that I didn't plagiarize that file
      and it really did come from the C file, but if you insist, you
      can go through all seven levels of hell to get an experimental
      version of emcc working on your computer like I did, and you
      too can compile that file to WebAssembly yourself and verify
      that I didn't lie.
      
      This almost certainly won't be an issue, but in case of a
      dispute, my statement is that my official submission is the
      C++ version of my project as compiled and run on a SEASnet
      computer (with minor configuration changes to run in a Visual
      Studio environment), not the web version. The web version is
      provided for easy distribution and should behave the same as
      the C++ version (besides the extra C++ features mentioned
      above), but in the end it's powered by experimental new
      technologies like WebGL 2 and WebAssembly while the C++
      version is built on established technologies, and in case of
      calamity I can't stake my life on the web version.
      
Requirements met:
      
      Hierarchical object: The face made of beads is generated
      using a hierarchy of coordinate systems. These functions are
      in beadface.h for the C++ version and the top of index.html
      for the web version. Hierarchies: world/head/hair/bleached
      tip; world/head/ear/earring; world/head/eye/white,iris,black
      loops of eye.
      
      Camera tracking: The camera in the default orbit mode tracks
      the center of the jello cube (averaged over time to keep you
      from getting too sick). Jolt the cube with tab and press
      shift+F to enter the debug view to make this easier to see:
      there are four beads that show the origin (white) and axes
      (red green blue) for the world coordinate system, and these
      will move to one side as the camera follows the cube around in
      the world.
      
      Custom object and texturing: The cube is my custom object.
      The positions and normals are recalculated each tick in
      jellymjf.c, while the texture coordinates are calculated
      per-vertex in the cube vertex shader to produce reflective and
      refractive effects. Additional simpler objects include the
      textured skybox and the icosahedron beads.
      
      Real-time speed: At most 250 ticks are run per second in the
      program. The main function in the C++ version and the
      draw_frame function in the web version include a check against
      last_physics_update to enforce this speed limit.
      
      FPS display: In the web version, a separate canvas is
      included that displays the FPS of the main canvas twice a
      second. The C++ version just prints the FPS to the console.
      
      Creativity and complexity: This program is pretty darn quirky
      and complicated if you ask me.

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