The strand as well as the textures were imported as assets into the Unity3D game engine. Unity is an ideal platform for the artwork due to it’s in-built physics engine, rigid-body calculations and software extensibility. Strands were duplicated and arranged randomly to fit the screen resolution of 3840 x 480 pixels.
The strand as well as the textures were imported as assets into the Unity3D game engine. Unity was an ideal platform for the artwork due to it’s in-built physics engine, rigid-body calculations and software extensibility. Each strand was given a simple capsule collider on the upper-half to serve as it’s hit-box. An invisible box collider was then created to perform hit detections on the strands as it ‘combed’ through the strands. The box collider will be the 1:1 equivalent of a person when it is mapped using the Kinect in the later stages.