Procedural Cave Generation
A procedural cave demo developed using marching squares, polishment steps, painter algorithm to remove isolate rooms, and 3d mesh generation from the generated data. github: https://github.com/OcarinhaOfTime/ProceduralCaveGeneration
Hello, my name is Vagner Seibert, I'm a Bachelor of Computer Science at UFPel, Brazil. I'm a game developer enthusiast and I work for a long time with Unity 3D. I have a strong background in physics, math and algorithms, and I'm always searching for challenging projects which make me study and become better in those fields. I'm an experienced programmer who knows many languages (C#, C++, Java, Python) and I'm always seeking to learn a new one. To work in teams, I have experience in version control tools, like Git, software engineering background and knowledge of many design patterns.