All Dev Posts
Ray Tracer Art
Short examination of an inaccurate ray tracer as a source of generative art.
TPS: Terrain Generation
Generating a 3D terrain utilizing layered Perlin Noise and Marching Cubes.
TPS: Paths and Plots
Finding decent looking pathways across varying terrain using flow fields.
Using the Poisson-Disc algorithm to place grass and trees into a virtual world.
TPS: Park Guest AI
Utilizing flow fields as a means for pathfinding to support hundreds of agents at a time.
Catan, Playtable Edition
Highlighting some work on UI interactions and juice for a digital version of the popular board game.
Using Voronoi-like partitions to create a shape-shifting splitscreen mechanic.
Using the breadth-first search algorithm to imitate travelling sound waves.
Determining line of sight and messing with light beams in the process.
Facing Challenges: Overloaded Users
Exploring a core concept of 3D Minesweeper to prevent overwhelming players with information.
Creating small pastebin and bit.ly clones for personal use.