Author: | Felix Brendel | |
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Supervisor: | Prof. Gudrun Klinker | |
Advisor: | Sven Liedtke | |
Submission Date: | 15 May 2018 |
Abstract
Procedural content generation in games can be used to generate a more flexible and interesting environment for the player. This work explains the fundamentals of procedural generation while showing different kinds of generation methods. The midpoint displacement method and noise functions for generating terrain on a flat surface are shown and the problems of projection onto a sphere are explained. As a result methods of adapting the generation process to generate the terrain directly on the sphere are discussed and compared to each other. The hierarchical structure index tree is introduced which is used to allow for adaptive level of detail. The performance for different implementations are compared to each other and the visual results are shown. Additionally, for all relevant topics, sample implementations are provided and some programming techniques that proved helpful or more efficient are introduced.
Results
Tree based level of detail using the index tree | Fractal coastlines | Coloring based on satellite images of the earth | Using preexisting geometry |
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