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A procedural Terrain created using Perlin noise function in Unity Game Engine. A terrain also has the day and night cycle, and a cylindrical shaped companion that follows the player. Created Perlin noise function to make the terrain procedurally generated. Implement day and night cycle using Vector3 Struct in UnityEngine and create a RigidAI com…
The Hilbert Dimension adds a new variant to FPS in that each player/team inhabits their own reality. They move around as would be expected, but where one player sees a solid wall, another perceives an open hallway safe from enemy combatants. The different reality maps overlap and intersect at strategic points offering players a unique perspectiv…