Long-lived the Unity Game Development Club, but since math and computer science go hand-in-hand to make these Unity projects, I have made this page so you can see some of the possibilities of participating in both math and computer science competitions.
I have also included some other projects not made from Unity since they still require the same skills.
While playing Monopoly over Christmas, I thought about the many board games that have simple rules yet are difficult to predict who will win (since combinatorial games are one of my favorite types of problems). In this family friendly game, one must strategically place their chips in such a way that they can maximize the number of colored edges and 'edge streaks' that they own. Currently supporting 2-8 players, Color Board contains 5 new short Christmas bops to celebrate the Jolly Holidays.
Over the summer I experimented on the possible ways that a maze could be generated. Initially, this seems like a hard task because there are so many possibilities and randomness involved in a maze, but after you learn basic graph theory and some algorithms, it becomes clear how we can create them. Head on over to the the play store to find the game here. I added a maze visualizer that lets you see how it is created in real time for the game. Can you figure out how I did it?
This was my Scratch project for Computer Science Principles. Inspired by Ready Player One, I hid multiple layers of easter eggs throughout the maze to create a more interesting experience. Unlike Galaxy Escape, I switched between 100 backdrops to get a bigger world, using color-based collision detection for the physics engine. I replaced the music with piano songs that I made.
This is my culminating end of the year Computer Science A Greenfoot project. Inspired by the unique gravity from Super Mario Galaxy, I created a 2D physics engine where the player would be pulled towards the closest platform. I was able to get the scrolling world to work by thinking of each instantiation as a game object with a position in the world and by using a camera to render the screen. I enjoyed making piano songs for this game.
Initially, there doesn't seem to be anything special about this maze. In fact, it looks like a bunch of rooms connected to each other by a set of ten breakable windows on each side. However, this is not the case: entering through any of the windows leads to a totally different room. Try it, how do you think I was able to implement this feature? We will learn about this data structure later in the year.
Tired of being in the house too much? Suffering from Zoom fatigue? Well, here you have it: the Nature Flight Simulator! Walk and fly through an infinite forest of trees, wind gently rocking them back and forth. Take in the calm and relaxing environment for a few minutes and enjoy the moment while it lasts. This was an exploration into procedural terrain generation, as well as tree modeling. The piano song was also fun to create for this.
Now, here is something less visual, but all the more useful. Due to COVID-19 and the effects it has had on students, Student Council recently formed a tutoring program for students. The problem, though, was that manually matching the students took hours to complete, even if it wasn't perfect. Here, I have written a program that would take it the tutors' and students' information and output the possible pairings along with class subject and time, but what made this program more useful was that it gave a possible maximal matching between them. I used an algorithm from graph theory to do this, which we will cover later on this year.
I have worked on multiple other projects, but a lot of them were incomplete, waiting to be polished into full-fledged games. Some of them include Arcade Stack, Brain Galaxy, Reverse Ball, Rainbow Paintball, and other less important ones.