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Real-time procedural terrain generation in Unity using GPU-accelerated Perlin noise and Particle Swarm Optimization (PSO) for automated asset placement.
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This is a personal experiment or portfolio project with zero stars and forks. While it combines GPU-accelerated noise with a heuristic optimization algorithm (PSO), these are standard techniques in the game development community. It lacks the traction or unique intellectual property required for a higher defensibility score.
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