Frozen Depths
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Technical research project exploring procedural terrain and mesh generation with the Marching Cubes algorithm.
My role
Graphics and systems programmer focused on procedural generation.
Explore the technical details
Capabilities
- Marching Cubes mesh extraction
- Procedural terrain generation
- Real-time mesh updates
- Simulation-driven world shaping
I used the prototype to explore how procedural mesh generation responds as the underlying simulation changes, and how those updates can become part of the gameplay loop.

