SMU Guildhall Graduate Catalog Spring 2016 — Cohort 23 | Page 48

Hong-Yung “Henry” Dai Software Development « Procedural City Generator The goal of this project was to generate needed to put the procedurally generated without loading any art assets, generate the correct texture coordinate, be able to a helicopter-level view of a nighttime city everything needed from code (such as textures, buildings, and the skybox), and have the ability to change the layout of the city without changing any line of code. This was the first project to apply all the place the building to each block that was created by the road generator, and make the attributes load from files to affect the layout and outline of the city. skills we learned at SMU Guildhall. This project was beneficial to me because The effort of polishing the visual part of of procedurally generating content, and this project helped me understand the modern rendering pipeline in OpenGL thoroughly. I worked on this project for two months, including all the stages of research, production, and documentation. The biggest challenge I faced during this project was combining the pieces generated from different sub-systems I created to help produce the result. I 48 texture on different building shapes with SOFTWARE DEVELOPMENT it allowed me to implement different ways invent the framework and structure to help reduce the amount of work. Moreover, it let me have the chance to explore the modern rendering pipeline in OpenGL.