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How to make a compiler for your own programming language – Luca Guagliardo
Introduction Compilers are the magical back boxes that turn your code into run-able executables. But have you ever wondered what happens under the hood? Motivation When working on story focused games, like visual novels, the story can take many twists and turns. To assist in creating these kinds of games there are several tools available,…
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Waterbending Shader
Name student: Jorrit Goossens Introduction Illustration 1, (source: https://www.polygon.com/2020/7/1/21310066/avatar-the-last-airbender-live-action-movie-m-night-shyamalan-netflix). Illustration 2, (source: https://avatar.fandom.com/wiki/Waterbending). Almost every millennial or gen Z’er knows the series, Avatar: The Last Airbender and The Legend of Korra. When I started making shaders, I was really interested in reflection and refraction in combination with water. That is why I have choosen to…
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Ocean Shader
Made by Dion Behre – 500746771 For my R&D project I decided to try to create a realistic ocean with the use of shaders. I had not previously worked with shaders, so everything was quite new for me. To do list: References Before I could start with my project, I needed to have some idea…
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Economy Simulation
Made by: Mats de JongStudent Number: 500827411Git: https://gitlab.com/Matsdj/gpe-research-and-development Table of Contents Introduction During the weeks in which I worked on this project my goal changed a bit after the first few feedback sessions. My original idea at the start of this project was to make some sort of Space Empire AI so in the first…
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Procedural Planet Generation
For my R&D project, I decided to generate procedural planets using 3D noise and isosurfaces with an LOD system using an octree. The planets should be able to have caves, customizable colors, noise settings to control the surface, and deformation support. I wanted the style of the planets to roughly be like those from the…
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Desktop Application
Introduction Artificial intelligence (or AI for short) is a concept where computers and machines mimic the problem solving and decision-making capabilities of the human mind. This is a concept that has been researched and improved upon over the last few decades. Of course, the depth and capabilities of an AI differs from case to case.…
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Physics based ripple shader
By Quintin Yu The goal My goal was to create water ripples based on the impact of objects in shaders. A ripple should start at the point of contact between the water and an object. Based on the size and speed of an object the size and height of the ripples should be changed. In…
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VR Procedural Voxel Generation
Jarmo van Dongen GPE Voxel terrain Research When I started to find out what kind of research I wanted to do, I first thought about “what do I want to learn”. I concluded that generating meshes was interesting. We had one workshop on it, and I wanted to get more knowledge. Then I did my…
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Procedurally Generated 3D Dungeon
By Timo Titarsole Table of contents 1 Introduction For my research I choose 3d dungeon generation, specifically something similar to enter the gungeon. I also wanted to have special rooms. The research is mainly focused on the result of the generation, so what the layout looks like. I specificly want a room layout that is…
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2D Procedural Dungeon Generation
By Nicky Wu Introduction During the first four weeks of the semester, we took a look at different kinds of topics in Game Development such as shaders, performance, Machine learning and procedural generated content. At the end of the fourth week, I have decided I wanted to do something with PCG since it was the…
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