What’s next for Singularity?
Seems to be a popular question as of late. I’m coming off a very intense project and getting ready to start a new one, so spare time is still short. I am planning an online demo of closest point to a Bezier (quad and cubic), possibly illustrating a couple different approaches to the problem. Collision with a Bezier is next on the list as this feeds into some work with organic interfaces and elements that are attracted/repulsed by a Bezier curve.
Towards the end of the year, I hope to release some work on spline-based methods for generalized easing in animation. After that, I really need to return to work on the rigging classes. If, however, you would like to see something in particular, comment away and thanks for visiting.