Play as a particle of light bouncing around cave walls and brilliant crystals.
WASD - Up, Left, Down, Right.
Light bulbs turn around when they run into terrain.
Based some naming conventions from Unity.
Tutorials used where all from https://learnopengl.com/.
And of course Professor Wood’s base codes.
I needed to turn the view distance down super low just to get this choppy footage.
- Collision Detection
- Grid based spatial data structure
- Shadow Mapping and baked lighting
- View Frustum Culling
- Entity Component System
- Bloom Lighting
- Protruding Vertex Flat Shading
- Height Map and random noise
- Audio
- Smooth Transform Interpolation