Repository for Unreal and Unity Projects.
Implementation of the marching squares algorithm using Unreal's procedural mesh component. The programming is done entirely in Unreal's flavour of C++. The implementation is based on the following wikipedia article: https://en.wikipedia.org/wiki/Marching_squares
A modern reimagining of the web classic Bloxorz. The game is made using Unreal Engine, the programming is done almost entirely in Unreal's flavour of C++ apart from certain UI related functionality.
Blox_Snow.mp4
blox_snow_move.mp4
Bloxorz_bridge_tiles.mp4
EndAnimation2.mp4
Bloxorz_Split.mp4
FallTile.mp4
blox_tile_viewer.mp4
blox_link_tiles.mp4
Movement:
W/UP_ARROW = Move up
S/DOWN_ARROW = Move down
A/LEFT_ARROW = Move left
D/RIGHT_ARROW = Move right
Special:
SPACE = Toggle between the split cubes
Black Tile:
- The black tile is the end point of the level. It is the player's goal to make it here.
Bridge Tile:
- The bridge tile can open new paths but must be activated by a switch!
Fall/Red Tile:
- These tiles will fall whenever the player character is standing on top of them.
Torus Tile:
- The torus tile splits your character into two at puts them at different points of the map.
Circle switches:
- Circle switches are activated whenever the character is over them regardless if the character is flat or standing.
Cross switches:
- Cross switches are activated whenever the character is standing over them. If the character is flat, the switch does not react.
The amount of moves the player makes in each level is stored and used to calculate their overall score at the end (score feature is not yet implemented).
If the player falls, then the move count is reset to whatever it was at the beginning of the level.
An experiment in capturing the horror atmosphere.
A C++ Unreal implementation of simple boid behaviour based on the principles described by the following wikipedia page: https://en.wikipedia.org/wiki/Boids
Three key steps in the algorithm:
- Alignment:
- Steer towards the average heading of local flockmates
- Separation:
- Steer to avoid local flockmates
- Cohesion:
- Steer to move towards the average position (center of mass) of local flockmates
Current Screenshots:
A simple battleship game made in my free time using C++ and blueprints in Unreal Engine.
water_surface.mp4
water_parameters.mp4
A flappy bird clone made over a weekend using Unity and Photoshop. The purpose of this project was to learn the basic functionality of Unity. Note - Game will automatically restart 2 seconds after you die
Controls:
Space -> Jump
Playable at: https://pablo-arevalo-escobar.github.io/Unreal-Unity/



















