Grid based A* pathfinding algorithm on procedually generated 2D terrain
Made in school in-house c++ framework
Celluar automata used to generate cave system and then flood fill used to fill out unreachable areas
Made in school in-house c++ framework
Optimized an ant war simulation by removing alot of runtime memory allocation and improving iteration by removing uneccessary loops
Made in school in-house c++ framework
Post-processing graphics programming in Direct X11
Made in school in-house c++ framework
Procedual 3D terrain generation using perlin noise
Made in school in-house c++ framework
Custom skill tree with several levels and constraints
Made in school in-house c++ framework
Procedual 3D terrain generation using perlin noise with materials based on height. Water with planar reflection and custom lighting
Made in custom C++ framework using Direct X 11