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Procedural Memory Palace for Computer Graphics Concepts

A procedural memory-palace generator built in Unreal Engine using C++.

The project focuses on runtime procedural generation rather than manual modelling.
Rooms, windows, anchors, materials, lighting, and interaction behaviour are generated entirely through Unreal C++ systems.


Features

  • procedural room generation
  • strategy-based room shapes
  • strategy-based window generation
  • procedural anchor placement
  • dynamic material parameter generation
  • Niagara-based interaction FX
  • runtime theme/light application
  • modular architecture using Unreal C++ patterns

Architecture Highlights

Procedural Room Generation

  • grid-based room construction using cube segments
  • interchangeable room-shape strategies
  • UV atlas-based tiling system
  • runtime-generated geometry

Window Generation

  • strategy-based window styles
  • square / circular / oval window implementations
  • rule-based placement logic

Anchor System

  • procedural spawning inside room bounds
  • concept-based material overrides
  • Niagara FX integration
  • interaction-driven behaviour

Lighting

  • theme-driven procedural lighting
  • automatic room-centre light placement
  • runtime light updates from theme presets

Technologies

  • Unreal Engine 5
  • C++
  • Niagara FX
  • Blender
  • Unreal Material Graphs

Report

Full coursework report:

The report includes:

  • architectural analysis
  • implementation details
  • reflections and limitations
  • procedural generation design decisions

Author

Ana-Maria Dumitrache

About

Procedural Unreal Engine environment generator built in C++. The project focuses on runtime procedural generation of rooms, windows, anchors, materials, lighting, and interaction systems through modular strategy-based architectures and dynamic Unreal Engine systems.

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