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
- ball collision handling
- ball's projectile movement
- initializes cannon ball's convex hall for collision detection
- cannon barrel controller
- ball velocity can be adjusted here or from editor
- cloud and wind controls
- ghost controller
- collision resolution with the ground/stonehenge for ghosts
- creates specified number of Perlin octaves (5 in this case)
- computes total noise value from all octaves for given x
- creates a unique octave with specified amplitude and frequency
- returns noise value for given x
- 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.