Procedural 3-D City.
A real-time procedural city engine. Tile-based building generation, day/night lighting, dynamic shadows, street lamps and a flashlight — holds 60 FPS on mid-range hardware.

A real-time procedural city built for COMP-371 (Computer Graphics) in Fall 2023. Tile-based: the world generates around the player as they walk, with no precomputed map — the next square's contents are decided the moment the player steps into it.
The fun part was the day/night system — directional sun, point lights for street lamps, and a flashlight modeled as a spot light. Shadows are rendered with depth-mapped shadow projection. With ~100 lights active in the night scene it still holds 60 FPS on a mid-range laptop.
There's also a horror mode — at night, far from the city center, lights cut out, buildings flicker and occasionally vanish, and the world starts hallucinating. It started as a debug mode and we kept it because it was funnier than the regular game.

Top-down view of the procedurally generated city in daylight. 
Same city at night with street lamps illuminating the streets. 
Horror mode at night — flashlight cone in an unlit world.