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AboutPlatform: Windows.
Engine/Language: C++, Direct3D(DirectX11), HLSL. Development Time: 3 months. Roles: Programmer. Team Size: 1 Purpose: For Programming Different Animations Systems at Abertay University. Features: Flora editor, Faulting editor, Voronoi Region editor, Multiple region editor, multi-threaded generation Flora Editor: Ability to change: Total amount of limbs, total amount of main limbs, main stump: Width, height, limbs. Main Limb: downsize width, downsize height, children per limb, main limbs per limb. Child Limb: Downsize width, downsize height, children per limb. Faulting Editor: Number of iterations, displacement amount, automatic smooth amount, threads to be used, smooth to full and float numbers. Voronoi Region Editor: Max height of tallest region, generate 500 regions, generate 50 regions, smooth to full numbers, smooth to float numbers, reset The Idea: The idea behind this program was to show off what I had learned about procedural generation techniques. To be able to do this a plane of vertices was created in order to allow per vertex transformations allowing different environments to be created. The idea behind the flora generation was to try and replicate different types of trees that exist in real life. How It Works: The user is capable of switching between the different scenes using the number keys. By using the in-program GUI the user is able to change multiple values across all scenes which will in turn change the way the flora is generated and or the environment. |