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City  Transport  Sim - Tram 

Company 

Project Type                               
Engine                                       

Programming Languages           
Primary Roles   
 
Development Time                      

https://viewapp.com

Professional project

Unreal 5


C++

Systems and leveldesign tools development

Ongoing

My contributions to the project

As the project is currently unreleased I `am not allowed to give an deeper insight on the things that I have implemented but I can give an light overview of them.

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1. Pedestrian/Passenger System

 

Collaborating with a colleague, I spearheaded the development of a sophisticated Pedestrian/Passenger system. The system was meticulously crafted to ensure that pedestrians adhered to traffic rules, seamlessly embarked and disembarked from trams, navigated within trams, and avoided collisions with each other. The implementation required a blend of robust logic and careful consideration of real-world pedestrian behavior, contributing to the creation of a dynamic and realistic urban environment.

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2. Building Block Generator

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I designed and implemented a procedurally-driven Building Block Generator capable of rapidly placing building modules based on user-defined sets. This tool facilitated the swift construction of urban landscapes, supporting both flat and gabled roofs. Leveraging the power of "Instanced Meshes," the generator not only accelerated the level design process but also allowed designers to retain creative control through customizable patterns and input parameters. The inclusion of procedural decoration placement on roofs, achieved by intelligently sampling input meshes, further enhanced the tool's flexibility and efficiency.

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3. Multithreaded A* Pathfinding

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In response to the high computational demands of our dynamic world simulation, I undertook the development of a robust and high-performance multithreaded A* pathfinding system. This system efficiently distributed the pathfinding workload among multiple threads, optimizing each thread's efficiency. During extensive performance tests, the system demonstrated the capability to calculate approximately 200 paths per frame, with a minimal impact on the main thread—approximately ranging between 1 to 2 milliseconds. This achievement not only met but surpassed the project's demanding requirements, ensuring smooth and responsive navigation for various entities within the virtual environment.

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