A 3D game built with a custom C++ graphics framework featuring dynamic terrain, physics, and multiple game modes. This project demonstrates real-time rendering techniques, game physics implementation, and gameplay programming.
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Dynamic Terrain System
- Terrain generation based on sinusoidals
- Real-time terrain deformation from weapon impacts
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Physics & Gameplay
- Gravity and collision detection
- Character movement mechanics
- Projectile trajectory calculations
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Weapon System
- Multiple weapon types with different damage and fire rates
- Lootable weapon crates with random drops
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Game Modes
- Real-time action mode
- Turn-based tactical mode
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Item System
- Random crate spawning
- Health pickups and power-ups
- Weapon upgrades
This project was built using a custom OpenGL-based graphics framework. My contributions include:
- Implementing 3D mesh generation for game objects and terrain
- Developing the game physics engine including gravity and collisions
- Creating the weapon system with projectile mechanics
- Building the item/loot system with random drops
- Implementing dual game modes (real-time and turn-based)
- Designing and coding terrain generation and deformation algorithms
This project is available under the MIT license; see LICENSE.md for the full license text.
Note: This project was originally developed as part of university coursework using a provided graphics framework. My contributions focus on the gameplay implementation, physics, and visual effects described above.