Some screenshots of creatures at play!
Hey a new creature video, this time focusing on schools and formations of creatures. All the creatures, behaviours, animations and the environment are programmed in C#. The soundtrack is made by the amazing and beautiful Etherwood, who I saw perform last week.
I just published a couple of games I wrote a few years ago in Processing on Itch.
YASC is a fast-paced deathmatch style game for up to 4 players inspired by Spacewar. Each player spawns in a different corner of the screen. Bullets and the players wrap around the screen creating interesting gameplay strategies. Players must acquire ammo, lives and shields to survive. The sun in the center of the screen pulls everything towards it.
YASC requires XBOX 360 controllers to play.
NILL is a procedurally generated game about collecting pods from landing pads inspired by Lunar Lander. Use an XBOX 360 controller or the arrow keys to control your spaceship. Make sure to keep your speed low and your angle straight as you land. Also fuel is limited so make sure and collect the green fuel tanks that fall from the sky, while avoiding the falling asteroids.
This is a demo of Forms! A framework for procedurally creating and animating creatures that fly swim and do other crazy beautiful movements.
Super cool and inspiring music by KiloWats
Coded in C# for Unity 3D
Some videos of the creatures I’m making for DEEP:
This video is the improved whale behaviour, now with movable fins:
This video shows all the new creatures in a test environment, with a couple of earlier versions of the whale:
There are 2 whales, one with 6 fins and one with 2 fins. There are the wandering dolphins which also flee from the player.
There are the sardines which I am now very proud of. This demo has 500 in VR at 100 FPS. The exhibit beautiful emergent flocking behaviours both in the open water and while in caves. They also flee from the player and the whales. When they do this, a hole opens in the school and the whale passes through. Finally there is the family of ray fish which fly over the scene maintaining a V formation.
12 Minutes of pure boids. Straight off the laptop. No editing. Enjoy.
The boids in this video and the environment in which they swim are procedurally generated…
My boids are now multi-threaded so there are moe of them. They are limited now only in the poor performance of the pesky Unity trail renderer!
They spontaneously organise themselves into beautiful, emergent patterns that resemble fireworks. Sometimes they seem to form a wall climbing collective, yearning upwards and then emerging over the mountaintop to fly!