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A computer game developed using UE4, demonstrating cellular automation in the context of city generation

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George-Britton/CGOL-Procedural-Generation

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CGOL Procedural Generation

A computer game developed using UE4, demonstrating cellular automation in the context of city generation


This project was great fun, and through it I developed my understanding of procedural generation.

In this game I use the popular Conway's Game of Life to generate a city of buildings, wrecked cars, and enemy spawners.

The generator also creates a forest and sea, but looking back at this I realise just how unnecessary that is, given the intended gameplay is fully in the city, and not the surrounding environment.

I also created a rudimentary finite-state machine to control the enemies, which isn't super detailed, but still uses:

  • The observer pattern
  • Distance culling
  • Object pooling

Is this super fancy? No. Is it the cutting edge of AI? Also no. Does it reduce the computational overhead to a fraction of its default? Yes.

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A computer game developed using UE4, demonstrating cellular automation in the context of city generation

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