Main Project
Outdoor - Showcase
Creating an interactive and simulated urban city is often regarded as one of the most challenging tasks in game development, but I am determined to tackle it. To achieve this, I developed a tile-based terrain system and a spline-based traffic system, utilizing instanced geometry to efficiently render approximately a thousand individual vehicles. Additionally, I implemented a crowd animation system for distant pedestrians, converting continuous animations into discrete frames, effectively creating stop-motion animations. This technique allows frames to be stored as baked meshes, significantly reducing CPU stress. It is akin to using animated sprites in 2D games. This project remains a work in progress, with ongoing enhancements and optimizations.
Indoor Module
I began my latest project with the indoor module first. The line-of-sight system is calculated using Compute Shaders on the GPU, ensuring efficient performance. For the tiles on the meshes, I employed a technique called Texture Bombing, which accelerates updates by eliminating the need for normals or UV coordinates. The indoor module is also still a work in progress, and has not yet been integrated with the outdoor module.