TurboThrill: Procedural Racing Game
Unity racing-combat game featuring procedural terrain, multithreaded chunk generation, AI navigation, GPU-instanced foliage, and physics-driven vehicle combat.

TurboThrill: Procedural Racing Game
Procedural Racing Combat Game is a Unity-based project built with a team to explore game development, graphics programming, and real-time systems. The core idea was to create a replayable racing experience set on an infinite procedurally generated landscape, where the player drives a physics-based car, fights AI-controlled opponents, and navigates toward a finish line. A major focus of the project was building the world generation pipeline: Perlin-noise-based terrain, level-of-detail chunking, multithreaded mesh generation, and terrain texturing through shaders. Beyond world generation, the project also included AI pathfinding, GPU-instanced grass rendering, world-save serialization, projectile combat systems, minimap and waypoint logic, particle effects, camera transitions, and post-processing. The result was a technically ambitious game prototype that emphasized both replayability and learning across gameplay, rendering, optimization, and team-based development.
The project aimed to build a replayable racing game that felt larger than a fixed handcrafted track while also serving as a learning platform for graphics, optimization, AI, and gameplay programming. Generating an expansive world in real time without sacrificing performance became the central technical challenge.


