Procedural City

Project information

  • Engine: OpenGL custom-built engine
  • Team: Mario Galan Sobrino & Sebastián Valdés Sánchez
  • Features: Procedural generated city, environment fog, frustrum culling, cubemap, light optimizations...
  • Role: Graphic and tools programmer
  • Project date: January 2022 - May 2022

This Procedural City generator demo was created using an OpenGL, custom-built engine developed during my second Computing HND year alongside another classmate: Sebastián Valdés Sánchez

The City is generated using procedural algorithms. On top of that the engine includes other features such as: envioronment fog, frustrum culling, cubemap, multiple lighting types, trasnparent materials, a custom UI built using ImGui or light optimizations.

This was the first custom-built engine I made from scratch and its purpose was to familiarize with OpenGL and shader programming. It was a challenging process given my lack of experience but in the end it turned out great and I learnt a lot about graphics programmings due to it.

All the Pokemon assets used in this project are for academic purpose only. Ultimately, the owner of the assets is The Pokémon Company.

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