"Monkey Rush" is a 3D simulation of a monkey driving a car through a simulated city zooscape. This project is developed in C#, designed in Blender, and deployed using Unity. It aims to provide an interactive driving experience.
- Simulated Cityscapes: Every prop is meticulously crafted in Blender for an immersive environment.
- Dynamic Lighting: Makes use of Unity's lighting system to reflect different times of day and weather conditions.
- Car Physics: Employs C# for precise car movement and collision detection.
- C# scripting: this has been used within Unity to handle game mechanics including car physics, character behaviors, environmental interactions, dynamic lighting, and core game logic, creating an interactive driving experience.
- Blender (for model creation and texturing)
- Unity (for deployment and physics engine)
- C# Compiler (for car logic and simulation code)
-
Blender Models:
- Open the
.blend
files in the/Models
directory to view or modify the 3D models.
- Open the
-
C# Code:
- Navigate to the
/Code
directory to view or edit the C# source files. - Compile the code using your preferred C# compiler.
- Navigate to the
-
Unity Project:
- Open the Unity project from the
/Unity
directory. - The compiled C# code is integrated into Unity through plugins.
- Open the Unity project from the
- Run the Unity project.
- Use the arrow keys to control the car within the simulation.
- Interact with the environment to explore different weather modes.
-
3D Modelling:
- The models are created using Blender. Refer to the
/Models
directory for all Blender assets.
- The models are created using Blender. Refer to the
-
Simulation Logic:
- The car's logic and physics are implemented in C#. Source files can be found in
/Code
.
- The car's logic and physics are implemented in C#. Source files can be found in
-
Unity Deployment:
- Unity is used to piece together the models and logic and handle the rendering. Scenes and assets are located in
/Unity
.
- Unity is used to piece together the models and logic and handle the rendering. Scenes and assets are located in
- Fork the repository, create a feature branch, and submit a pull request for review.
- This project is licensed under the MIT License.