Poppiluss was written for a course in advanced computer graphics by me and Srekel.

The goal is to expand your village. The only way you can do this is by raising or lowering the ground, new houses will be built automatically if the ground is relatively flat. As you play, the water will rise and when all the houses are drowed the game is over and score is calculated.


It is written in C++ and uses OpenGL to display the graphics.

  • Dynamic terrain - The terrain changes in realtime.
  • Dynamic lighting - Day/night cycle according to the rotating sun and the mouse pointer lights up the surrounding terrain.
  • Volumetric Fog.
  • Particle System - To display fireworks and other effects.
  • Continuos Level of Detail - Trees and houses are created procedural and thier detail is changed depending on distance to camera.


You get a bonus firework once in a while.

Here the volumetric fog is visible in the valleys.