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:
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.
Some new visuals for this weekend’s Energy Collective party in the Voodoo Lounge. Now with plants, better colours and cross faded undersea creatures from Blue Planet 2. I’ll be controlling with an XBox controller from the dancefloor