CubeVerse

   



C++, OpenGL GMTK 2024(4 day game jam)

  • Implemented efficient 3D bounding volume collision detection algorithms, ensuring accurate collision response and physics-based movement within the game environment.

  • Engineered an algorithm to procedurally generate new maps each time a player completes one, offering a unique and endless gameplay experience. This system utilized randomization techniques  to create diverse and unpredictable game environments, significantly enhancing replayability.

  • Designed and programmed a robust Entity Component System (ECS) to efficiently manage and organize game objects.

  • Created various shaders using OpenGL and GLSL to support rendering features such as textured surfaces, emissive materials, and transparency effects. Additionally, implemented rendering support for an in-development only bounding volume rendering feature to visualize collision volumes during development, aiding in debugging and fine-tuning the physics engine.