When: November 2019 (Procedural terrain), April 2021 (Procedural animation)
Team: Sem Laan
Tools: Unity, C#
The procedural terrain I made in my free time because I found it interesting, it uses a marching cubes algorithm. Marching cubes is an algorithm that can turn a voxel grid into a smooth terrain mesh (the voxel grid does need to have more detail than just 0 or 1 if it needs to be really smooth). The procedural animation spider creature was made for a school assignment where the goal was to research something interesting and make a tech demo out of it. The spider uses a gradient descent algorithm to determine where it’s arms should go and can be controlled with the arrow keys.