• NPC swarm simulation

    NPC swarm simulation

    By Lennart van Dorp The project I had been working on a side project with a first person controller. While thinking of ways of turning it into an actual game I considered that making it a wave based zombie game would be a pretty good way of making it fun while still keeping the scope…

  • Generating Pipes

    Generating Pipes

    Made by Patrick Duijster 500775158 Introduction & idea Like most gamers I’ve been playing a lot of Deep rock Galactic a game where a team of miners go into unexplored caves to dig and mine its materials for their own uses. There are different kinds of mission types in this game and two of them…

  • A Sudoku-Solving Neural Network

    A Sudoku-Solving Neural Network

    1. Introduction When I set out to start my research and development assignment, I wanted to find something that would blend my world of interests with the game development scene. It has been a long time since I did anything related to game development at all, so to go dive headfirst into research about shaders…

  • Dynamic difficulty with reinforcement learning

    Dynamic difficulty with reinforcement learning

    By Jelmar Riedeman Content 1. The goal My goal is to create a pacman game in Unity where the ghost skills scale with the skills of the player. 2. The research At first I researched if there are any existing machine learning frameworks for Unity. 2.1. Reinforcement learning algorithms Reinforcement learning is a type of…

  • Fracturing Simulation by Sargis Grigorian

    Fracturing Simulation by Sargis Grigorian

    Table of contents Introduction Goals Pre-fracturing models Voronoi Fracturing Delaunay Triangulation Bowyer-Watson Algorithm Result Conclusion Methods used Sources Introduction This report will be a guide of the steps that I have taken to create my project, simulating fracturing. This topic caught my attention because it can be applied in a wide variety of games. Any…

  • 3D Dungeon Generator

    3D Dungeon Generator

    By Michael Spiegel Table of Contents 1 Introduction 2 Research 2.1 Existing algorithms for dungeon generation 2.1.1 Binary Space Partitioning 2.1.2 Cellular Automata 2.1.3 Delaunay Triangulation 2.2 Comparison of the algorithms 3 Implementation 3.1 Dungeon Generator 3.1.1 Creating floor and roof 3.1.2 Determining Start and end room 3.1.3 Creating walls 3.1.4 Lighting 3.1.5 Combining meshes…

  • Procedurally Generated Music

    Procedurally Generated Music

    by Thomas Kretzschmar Generating music starts off with generating data. Data in music often goes by the MIDI standard. I started off with the idea that it’s wise to start off with making a simple synthesizer in Unity with simple square/sine and triangle waveforms. These can function as different instruments together with a white noise…

  • Procedural rhythm game based on audio analysis

    Procedural rhythm game based on audio analysis

    Goal The goal of this project is to create a rhythm game that can procedurally create levels for itself based on the audio you give it. Index 1. Separating frequencies The first thing I wanted to do was see if I can distinguish frequencies based on if they’re high or low. I started by looking…

  • Deterministic Lockstep

    Deterministic Lockstep

    By Jules Tijburg – 500804340 A networking solution that requires very little bandwidth. A unique and intelligent way of sending data and to keep clients in sync. The same amount of packets being sent from, and to the server, regardless whether you control 1 unit, or 1.000.000 units. For this R&D, I will be researching…

  • Procedural Texture Synthesis Using Stable Diffusion

    Procedural Texture Synthesis Using Stable Diffusion

    A web API that generates textures using stable diffusion that are based on text input.

Got any book recommendations?