DirectX 11 Procedural Scene
Description
The aim for this coursework project was to learn, implement and apply techniques for terrain generation using DirectX 11, and understand the concept of "noise" and randomisation when applied to building varied content.
Software used
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Visual Studio C++
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Github
Year
2023
Genre
3D Scene
Engine
DirectX 11
Platform
PC

Key Features
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Dungeon map layout generation using L-Systems
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Level editor
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Terrain creation utilising Perlin and Voronoi Noise, as well as other features:
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Gerstner Waves
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Faulting
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Smoothing
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Slope- and height-based texturing
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Controls
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WASD — movement
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Q/E — adjust camera's height
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Mouse — camera's rotation/ interact with UI
Challenges in development
The level design introduced in "Kingdom Hearts: Chain of Memories" created by Square Enix has heavily influenced the final design implementation of this work.
The idea was to recreate the concept of multiple levels, or rooms, existing in their own spaces and only being connected by lines on the map. Users can create the layout manually or autonomously by using the existing presets, and edit the landscape of each room/level through a set of toggleable and adjustable noise parameters.
