Procedurally Generated Space Battle
Procedurally Generated Space Battle

My favourite project from university due to the freedom to experiment and play with procedural algorithms! I found great satisfaction in generating an entire city using code. In this project I used the output height values from a tilemap to dictate the placing of buildings and structures to create a city with varying degrees of density and height. The tilemap used perlin noise generation in order to group buildings together and create a coherent built up metrolpolis. The module coordinator encouraged me to write a short article on my experience with tilemaps after University which I wrote and then released on the University research blog (link down below!).

This project was made using Unity's HDRP with some additional post processing magic and I learned a lot about generating tilemaps and geometry patterns. Notice the hexagonal tilemap floating above the city? I implemented this to stay within the theme I had opted for, drawing from the warhammer universe most notably the gothic armada series which focuses heavily on strategic space battles that take place upon a hexangonal playing field. This project also features procedurally configured space ships for both factions in addition to grounded units to add detail to the city itself. Other features include a responsive environment which modifies the music, skybox and lighting of the scene which is dictated by the team with the most "units" present in battle thus suggesting that specific team is winning. The project is a pure diarama with a fixed rail camera that navigates a set route around the map.

Check out this project on my GitHub!

Read the article based on this project.

More Programming Projects!