This is a video of the assignment I did for Statistics in First Year, WMT in Kevin St in 1990. It’s written in gwbasic 🙂
Stick with it. It gets interesting!
This is a video of the assignment I did for Statistics in First Year, WMT in Kevin St in 1990. It’s written in gwbasic 🙂
Stick with it. It gets interesting!
An implementation of boids using ECS for Unity 2020
1000 boids implementing the following behaviours:
With a procedural animation and trails implemented using ECS. There are 28K entities being updated every frame getting ~100 FPS and ~80 FPS in VR. See the steamvr branch for a VR implementation
Try doing that with MonoBehaviours! Source code here: https://github.com/skooter500/ECS2020
Audio responsive visuals made in Processing:
And check out these ones made by my students!
I had a a great day at Dublin Maker on July 20th, showing my creative work in Unity
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 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.
Code here: