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Potato Game
Thumbnail of Potato Game

Download:
demos.zip

Videos:
potato.mp4
development.mp4

Source code:
github.com/razzie/PotatoGame

Year: 2017

Tags: 3d cpp demo game video

PotatoGame was meant to be a game about little potatoes with customizable AI gaining world domination, though my real motivation was to make art. I wanted to try something out of the box and build a tech demo of a completely procedurally generated abstract looking 3D game world. During the development I’ve been a part of a coach guided mastermind program, where participants could follow the progress of graphical designs and world map and level generator algorithms. At the end of the mastermind program I had the chance to publicly talk about the project in front of an audience, where one person told me I inspired him to learn programming. This has been one of my proudest moments in life.

Floating Islands

Floating Islands is yet another example of my experiments with procedurally generated terrains. I developed an algorithm that takes island positions and island connections as input parameters and generates a 3D grid world using a Perlin noise internally. I focused on the cartoonish design with edge outlining and also had an A* pathfinder algorithm set up for the little red cube.

Ground Tool
Thumbnail of Ground Tool

Source code and binary:
github.com/razzie/hobby-projects/2016/groundtool

Year: 2016

Tags: 3d cpp demo

The idea behind the demo was a game with floating islands. Though this game never made it to the reality, Ground Tool was born as a result of experimenting with the rendering of these islands. The user can draw a polygon border to the island and when all points are connected, the program generates an island which can be inspected by zooming and moving the camera around.

Hexagon
Thumbnail of Hexagon

Source code and binary:
github.com/razzie/hobby-projects/2015/hexagon

Year: 2015

Tags: 3d cpp demo

I wanted to try rendering hexagon blocks (hexagonal prisms to be correct) instead of cubes. The underlying datastructure is a 3D grid procedurally generated by Perlin noise. This demo does not use textures, but has a custom GLSL shader that draws grass or rock details based on the normal vectors.

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