Procedural Terrain
For this student project, I was tasked with creating a procedural generated terrain. The criteria for this task was surprisingly open, and so I decided to create a voxel mesh, found in the likes of games such as Minecraft.
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I ensured that the terrain was optimised by missing unnecessary geometry. This involved the sides, and bottom of the mesh. The terrain was made up of chucks, which added additional complexity when considering moveable AI agents.
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These AI agents used a pathfinding system that included the use of A*. A full report on the involvement of these systems, and explanations to approaches used, can be found below.
Project Information
Tools
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Unity
Programming Language: C#
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Status: Completed November 2023
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Project Duration: 2 Months
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Project Type: Solo Project