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Tom Claxton

Game Developer and Computer Scientist

My portfolio of my work, games and otherwise. Focusing on games programming and technical art.

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My latest work

I have been experementing with compute shaders in unity. This is a simulation of 500,000 agents running in real time. They make decisions on how to move every frame based upon the brightness of the area ahead of them and to the right and left. This performace was achived by learning how to create branchless shader code to run on the GPU.

This is a terrain generation experement using procedural generation from perlin noise with many levels of detail depending on how close the player is.

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