I added procedural water in the “Procedural terrain engine”.
Normally when creating water one often use tiling Du-Dv and Normal textures to create distortion effects and lighting. This is how I did it in the Realization Engine. Here I am generating those textures procedurally on the GPU in real time instead. This allows me to adjust diffrent parameters to change the look of the water. It also removes the repeting patterns in the water that are clearly visible when using texture images that are loaded from the disc.
Procedural terrain engine is my own graphics engine I have written In C++ using OpenGL, GLSL and GLFW to experiment with procedural generation of different typs.
I worked on this project mostly during this summer with the purpose of learning more about the game engine Unity and game development in general. In the last couple of weeks I have tried to finish all the features I stated to implement, and make a playable game out of it. This Game is also my entry in the annual “LiU Game Awards” competition.
I have built an obstacle avoidance robot I built to test a few ideas I had and learn more about what it takes to make robot robot that can navigate around an indoor environment without getting stuck on things. I will also use this robot to experiment with line following and maybe line-maze solving in the future.