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PURE CARBON

After spending a summer playing management and strategy games, I became motivated to create some of the underlying systems. 

"Pure Carbon" has a room creation and editing tool and became a testbed for several different pathfinding algorithms. Perhaps most importantly it is where I found my love for Unity's Scriptable Objects system, for rapid tool development.

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ROOM CREATION AND EDITING

Using scriptable objects to drive the data for Procedural placement means that new elements, such as different door types to later drive pathfinding data or simply as cosmetic variants for windows, creates a foundation on which a large variety of environments can be built using the one simple framework.

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GRID SYSTEM

Based on the system first created for the game jam game "Reclaim", I extended the grid system to include corners and edges, as well as faces, meaning that wall placement or pathfinding can always use the most efficient approach.

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PATHFINDING

Having implemented "Breadth First Search" for room generation, I went on to also include Dijkstra’s Algorithm, as well as A*. Going forwards i am hoping to implement Unity's DOTS system for a multithreaded solution, allowing me to have scores of workers running around rooms.

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