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Cannon And Ghosts

Implementation of:

  • Random 1D terrain generation using Perlin Noise. The stonehenge is different on every run.
  • Collision detection from scratch (not using Unity's collider)
  • Verlet Integration with constraints (Floppy Ghosts)
  • Projectile physics (Cannon)

FrameWork: Unity

Assets: All made using Gimp

Scripts:

BallCollider.cs

  • ball collision handling

CannonBallController.cs

  • ball's projectile movement
  • initializes cannon ball's convex hall for collision detection

CannonController.cs

  • cannon barrel controller
  • ball velocity can be adjusted here or from editor

CloudController.cs

  • cloud and wind controls

GhostController.cs

  • ghost controller
  • collision resolution with the ground/stonehenge for ghosts

PerlinNoise.cs

  • creates specified number of Perlin octaves (5 in this case)
  • computes total noise value from all octaves for given x

PerlinOctave.cs

  • creates a unique octave with specified amplitude and frequency
  • returns noise value for given x

StoneRenderer.cs

  • renders 4 sides of stonehenge
  • applies Perlin noise to all of them
  • aligns them with respect to the scale and position assigned from the Unity UI making the stone object generic and reusable

This project is done in the setting of COMP521 class at McGill University. All the credit for coming up with this project goes to Professor Clark Verbrugge.

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