A boid simulation implemented using Unity ECS. Each boid in the scene is an autonomous agent that implements separation, cohesion, alignment, wander, flee and constrain behaviours. There is also a procedural animation on each of the boids and a custom shader that assigns colours:
Code on my git repo:
Some colour experiments and new visuals for Paradiso party on 29th December
Some stuff we are working on in my 4th year game engines class. A tile based infinite, procedural terrain generation system for Unity. These are some of the worlds the system generates. There worlds are coloured with shaders where the vertex colour is determined by height and another example where the height maps onto HSV colour. The landscapes are generated by adding Perlin noise functions together at different resolutions. There is also an example of a mountains and valleys world, that is generated by “flattening” the noise in the middle.
One hour of generative visuals made in Unity3D with a stunning tribal house playlist by DJ Nik Sg!
Here is work in progress on the Rainbow Caterpillar. This guy is physically simulated using rigid bodies, joints and torque.
Live shows coming up!
Paradiso – exXxotica: DJ Tony Deluca and DJ Nik Sg
DJ Aphrodite. Halloween party and demonic Drum & Bass!
26 October at 21:00–03:00
Springfield Crew Massive