Tech


Procedurally Generated Terrain With Biomes

C#

A team project in Unity featuring PCG with biomes, procedural texturing and foliage, and realistic heightmaps in a scriptable wizard for terrain objects. My work was with implementing two methods of heightmap generation — Layered Perlin Noise and the Diamond-Square Algorithm, including full integration with biome height range and roughness.

[download project]

[research paper]


A* With Terrain Analysis

C++

An implementation of A* pathfinding on a grid making use of Rubberbanding and Catmull-Rom spline smoothing. Also includes implementation of occupancy, openness and visibility maps, line of sight detection, and field of view that can be toggled.

[download exe]


Unity to Custom C++ Engine Serialization

C++ / C#

Converts scenes and prefabs into JSON files and is deserialized into a custom engine on load. The project is serialized and the game is run when pressing the Play button in Unity. Can also quickly serialize and load the current active scene by pressing ‘F5’.

Written in C++ using RapidJSON for deserialization and C# for serialization. Not the prettiest thing in the world, but I learned a great deal making it.