EUAN HAM

EUAN HAM

euanham/projects/procedural.md

Procedural

UnityC#

Dungeon

Dungeon Procedurally generated dungeon containing rooms and hallways. The actual maze generation utilizes cellular automata (similar to Conway's game of life) using the 4-5 rule for 5 iterations. Additionally flood fill algorithms are utilized to ensure room connectivity. With the program, users can traverse the dungeon and toggle a top-down to first person POV. Textures and torch/chest prefabs were designed by myself.

Trees

Trees Procedurally generated trees using Frenet frames. This generation supports up to second-order branching, orthotropic/plagiotropic growth, stochastic branching, leaf, and seasonal variations. The mesh was created using joined curved tubes with automatic surface normals for smooth curves.

Thopters

Vehicles Procedurally generated vehicles based on Thopters from Magic: The Gathering. Thopters are generated using parametric Bezier tube generation. Variations in Thopters come from procedural textures, curved fuselages, limbs, and wings utilizing Perlin noise, normal calculations, and Bezier tubes.

Flocking

schools.png 3D Boid-based flocking simulation based on Flocks, Herds, and Schools by Craig Reynolds. Implemented steering rules based on separation, alignment, cohesion, and wander (not in the paper). Integrated merge-and-split mechanism similar to the one in this paper that groups agents based on priximity and velocity similarity. The program allows users to use key binds to manually control boid flock merge and splits.