Description Stated Goal My goal is to create a procedural framework that efficiently populates landscapes with assets based on terrain characteristics, allowing for easy customization and fast iteration. This framework will seamlessly integrate features from both Houdini and Unreal, while maintaining a high level of realism. Background Through a conversation with a mentor over the […]
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OpenGL Particle System
Background The OpenGL Particle System was created as a final project for my Intermediate Graphics Programming course. It was developed by Yuuki Endo, Issac Lovy and myself over the course of two weeks. I was primarily responsible for implementing the skybox and translation of visual scripting to GLSL. Work on the primary shader files was […]
Description Goal The goal of this project is to generate the shortest possible path between two points on a generated landscape. This would allow for fast and dynamic road generation that would follow the terrain. Algorithm Result Challenges Data Structures Originally my goal was to implement the A* Algorithm in Houdini from scratch. One of […]