Skip to content

MdgSpace-Soc-D-2024/Elastic-Expedition

Repository files navigation

Elastic Expedition

Elastic Expedition is a 2D physics-based racing game that demonstrates advanced custom engineering in game development, particularly in physics and procedural terrain creation. Designed for both developers and enthusiasts, the project showcases innovative techniques for vehicle dynamics and world generation, going beyond the default capabilities typically found in standard engines.

Screenshot 2025-04-18 195242 Main Menu Screen

Features

  • Custom Vehicle Dynamics
    Unlike traditional Unity physics, Elastic Expedition introduces a bespoke 2D physics engine for vehicle movement, collisions, and interaction, allowing for realistic and tunable driving experiences.
flowchart TD
    A[Player Input] --> B[Custom Physics Solver]
    B --> C[Forces & Constraints]
    C --> D[Vehicle State Update]
    D --> E[Render & Gameplay]
Loading
Screenshot 2025-04-16 122201
In-game racing powered by custom physics
  • Procedural Terrain Generation
    Tracks and terrain are generated in real-time using multi-octave noise algorithms. Smooth and natural track flows are achieved through spline smoothing and Catmull–Rom interpolation, providing a diverse and engaging play surface every race.
  flowchart TD
    N[Noise Generation] --> S[Spline Smoothing]
    S --> I[Catmull–Rom Interpolation]
    I --> T[Final Terrain Mesh]
Loading
  • Modular Component System
    Vehicle behaviors and terrain modifiers utilize a robust modular architecture. This enables rapid prototyping and easy extension, empowering developers to design new interaction models and modify gameplay without deep rewrites.
' Screenshot 2025-04-16 122255
Pause, restart, or quit anytime—UI powered by modular components

Getting Started

  1. Clone the repository:
    git clone https://github.com/MdgSpace-Soc-D-2024/Elastic-Expedition.git
  2. Open in Unity (202X.Y.Z or compatible version).
  3. Run the project from the Unity Editor or build for your preferred platform.

Technologies Used

  • C# (Unity)
  • Custom 2D Physics Engine
  • Procedural Generation (Noise, Splines, Catmull–Rom interpolation)

Code Overview

  • VehicleController: Handles custom physics and control logic for the racing vehicle.
  • TrackGenerator: Implements multi-octave noise, spline smoothing, and interpolation for terrain creation.
  • ComponentSystem: Allows easy addition or modification of vehicle and track behaviors.

Contributions

Pull requests and suggestions are welcome! Whether it's new vehicle types, terrain features, or improvements to core systems, feel free to collaborate. Please open an issue to discuss your ideas before submitting code.

License

MIT

Credits

Created by MdgSpace-Soc-D-2024.
For inquiries, please contact project maintainers.


This project exemplifies modular game design and procedural techniques in Unity, aiming to educate and inspire developers exploring custom physics and terrain systems.

About

No description, website, or topics provided.

Resources

Stars

Watchers

Forks

Packages

No packages published

Contributors 2

  •  
  •