Procedural Content Generation
A 3rd year module that required me to procedurally generate a diorama based around the theme 'Beneath'.
For this assignment I recieved a 1st, with a grade of 90%.
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Description
For this assignment we were tasked to produce a diorama based around a theme.
I took this to mean 'underground' and therefore I produced a cave scene.
The original idea was to produce the world out of voxels,
however this proved to not be ideal due to framerate problems.
Because of this I decided to go down a tile-based route. I populated the world with tiles
and used perlin noise to adjust the heights of each of the tiles. I could then populate the scene with elements
such as stalagtites, crystals and settlements.
I recieved a high 1st in this assignment with a 90% as my grade. The grade included the diorama itself,
and my documentation relating to the creation, production, testing and optimisation of the procedural algorithms used.
Contact
In order to get in touch please email me at adamsims.gamedev@gmail.com.