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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

  • Visual Studio C++

  • Github

Year

2023

Genre

3D Scene

Engine

DirectX 11

Platform

PC

Key Features

  • Dungeon map layout generation using L-Systems

  • Level editor

  • Terrain creation utilising Perlin and Voronoi Noise, as well as other features:

    • Gerstner Waves

    • Faulting​

    • Smoothing

    • ​Slope- and height-based texturing

Controls

  • WASD — movement

  • Q/E — adjust camera's height

  • 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.

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