I developed this HDA for my latest game Land of Hatti. Since manually designing maps for open-world would require an immense amount of time I decided to use a procedural approach for map generation and instancing. A- Biome Map Generation After Temperature and humidity paremeters are calculated, biomes are selected by cross-referencing the a predefinedContinue reading “Procedural Biomes , Unreal & Houdini”
Category Archives: realtime
TechTree Unity C#
The script focuses on controlling the state and progression of techtrees in game Ministry of pancemic, written in unity/C# . It manages the UI elements corresponding to these actions, updating their visual states based on their status (active, enable, disable, inProgress). The script also handles the dependencies between actions, ensuring that certain conditions are metContinue reading “TechTree Unity C#”
Isometric Traffic Flow
Isometric traffic and pedestrian movement This script is designed for creating pedestrian and traffic control in my game, MOP, using C# and Unity. The game map coordinates are read from a dictionary, and agent spawn locations are converted to isometric coordinates. Agents are assigned random locations to move to, and at the end of eachContinue reading “Isometric Traffic Flow”
Rain Shader Unreal HLSL -WIP
This shader code samples a texture and applies a time-based masking effect to the sampled color. The mask is created using a combination of fractional and sine functions, influenced by the texture’s alpha and red channels. Output color is than masked with mat-collections rain attribute and applied to normal of the shader. Functionality:
Fractional Brownian Motion OpenGl
Final Shader : https://www.shadertoy.com/view/MfGcW1 FBM Fractional Brownian Motion, Sum of several layers (also called octaves) of noise, each with a different frequency and amplitude. Each layer or octave is created by applying a noise function (such as Perlin or Simplex noise) at different scales. Steps, Perlin Noise Function generates 3D Perlin-like noise by: Creating ComplexityContinue reading “Fractional Brownian Motion OpenGl”
RayMarching OpenGl
Ray marching is a technique in computer graphics used to render 3D scenes. It works by sending rays from a camera into a scene and stepping along the ray to find the surfaces of objects, using signed distance functions (SDFs) to determine the closest point. I first explored this technique through Shadertoy, using GLSL shaders.Continue reading “RayMarching OpenGl”
RayMarching Unreal HLSL
This HLSL script performs ray marching to render a scene with a sphere and a torus. It calculates the distance to these objects using Signed Distance Functions (SDF), determines surface normals, and applies lighting effects to achieve diffuse and specular highlights. The script involves normalizing the light direction, iterating through ray steps, and calculating colorContinue reading “RayMarching Unreal HLSL”
Procedural Volumetric Shader HLSL
This shader is developed to create procedural volumetric effects using HLSL. It simulates the effect of wind on a texture by blending two different wind directions and speeds. The shader dynamically alters the texture’s appearance based on time, local position, and various parameters to achieve a realistic wind-blown effect. REF: local volumetric fog by BenContinue reading “Procedural Volumetric Shader HLSL”