Proposed 3rd Year Project - Ongoing
My 3rd year project is creating procedurally generated planets. So far I've implemented a Quadtree for changing levels of detail. To create the sphere, and to get it to work with Quadtrees, I started off with a cube using six Quadtrees (one for each face) then used a cube to sphere mapping.
I use Simplex Noise for terrain generation, and don't draw any panels beyond the horizon for performance. The terrain is also dynamically lit using shaders. I'm currently working on fixing the artefacts at the edges due to changing levels of detail.
Sumo Digital Rising Star game
The Sumo Digital Rising Star competition, run by Grads in Games, is an annual competition which features different areas of games development. I entered the Rising Star Code, which consists of three stages: The Skills Assessment, The Dev Project and The Interview.
My game, SphereRoll was lucky enough to reach the final stage of the competition. The game was part of The Dev Project stage, where we had to make a game using the Unity Engine.
Ghosts Unity (Source)
Team Project - Ongoing
For the professional skills module I am working in a team with one other member. We could make whatever game we liked so we chose to create a currently unnamed, Worms-style game.
We're using Unity to create the game. So far, I've implemented random 2D terrain generation using the Midpoint Displacement Algorithm, and destructive terrain using voxels.
Pathfinding Visualizer TL-Engine (Source)
Uni Assignment (100%)
The 1st assignment of the 2nd year Games Dev 1 module was to implement the A* search algorithm and visualise it graphically. Check out the YouTube demo here.
After already implementing A* in my personal project I could reuse the code and focus on getting a visualisation working where it shows the open and closed list. The most challenging, but fun part was making the bezier curves.
City Simulator SFML (Source)
Personal Project - Work in progress
Goal: an AI type program to create an automatically growing city. This idea came from the fact that a city simulator can have lots of different programmable aspects to it e.g: AI, Procedural Generation, Game Balancing etc. This challenges me in the development, and also applying concepts I've learnt in theory.
Isometric engine Roads expand procedurally Buildings placed strategically Pathfinding between two points (A*)
- Cars drive from household to workplace
- Buildings get upgraded
Hover Racing TL-Engine
Uni Assignment (100%)
Our 3rd games assignment was to create a hover car racing game. The hover car can drift and collide with other objects (including AI). You pass various checkpoints each lap (in order). There are multiple AI hover cars which follow waypoints around the circuit. The map was made using a simple map editor I wrote.
Uni Assignment (98%)
The 2nd assignment was to make a 3D version of the classic Frogger game. My version was endless however, so the aim was to beat your highscore. Other features included a Game Menu, moving floating tires which the frog jumps on to cross a lake, and camera animations.