Experimentation
Town Builder
I created the foundation for a town builder game. The world was made procedurally and had a tree life-cycle. My 'Can I Render 10 MILLION Trees in Unity?' video explains how it all works. Buildings could be placed and have different logic and the time scale could change (but not Unity's time scale).
A Car and a Desert
What do you get when you experiment with ridged noise and compute shaders? A desert to ride a car in of course! With this experiment I used a quad tree to add pieces of terrain to an infinite desert. This would create automatic level of detail in the meshes.
Markdown in Unity
Since TextMeshPro in the Unity game engine has the ability to format tags, the markdown format can be parsed into the corresponding tags to allow for headings, bold text, lists and more.
Marching Cubes
Ever since I have played Astroneer, I am amazed by their terrain. It flows, has caves and mountains and it is destructable. How do they do it? During a livestream I asked the developers and they said: marching cubes.
For my first attempt, I tried to make all 256 combinations myself. This, I couldn't do, hence the black holes in the terrain. After some time, I came across a combination table and used that instead.
Gun Simulation
I tried to simulate bullet trajectory and penerating objects. After penetrating an object, the bullet would lose velocity and thus change its trajectory.