Worked on a simple VR Basketball game for a client, designed for Oculus Quest 2
Realistic Physics: Utilized Unity's advanced physics engine to craft genuine basketball dynamics, ensuring each throw and bounce resonates with realism.
Intuitive VR Controls: Designed intuitive VR controls that facilitate players in picking up, dribbling, and shooting the basketball through natural hand gestures.
Dynamic Scoring System: Implemented a scoring system that keeps track of player's shots, presents escalating challenges, and celebrates achievements with dynamic feedback.
A random seed is assigned at the start and through that a Perlin noise is generated. With the help of Object pooling, tiles in the scene are activated according to noise values. Further code can then add edges and corners to make a visually appealing island using tiles.
In the showcase, I have applied an offset to the noise to procedurally generate land as the values change. This is called on Update with a limiter to avoid any performance issues.
This can be further developed to spawn trees, rocks, grass, props, creatures and even entire biomes based on different Perlin noise scales and values.
Experimented with a custom physics engine using Verlet integration on both Unreal and Unity
Some games I worked on a while ago but decided to scrap the idea