Procedural Generation and Terrain Rendering in a 3D Game Justin Warfield- Period 5 TJHSST Computer Systems Lab
Goals Procedural Generation Techniques Referential transparency 3D equations Local randomization/realism Game skill adjustment Procedural Applications Terrain/Textures Procedural Modeling (enemies, obstacles, etc) Terrain Rendering Local Detail/Distant Approximation Smart Rendering?
Scope Context: Camel Crusaders Lion killing game (Bombs) OpenGL generated Limits 3-D Low resolution
Background Common techniques for procedurally generated terrain and textures Spore: procedural modeling and animation
Procedural Terrain Local Realism: Random 3D midpoint displacement Global Referential Transparency: Algebraic Algorithms Patterns of 3 Variable Functions Nested Trigonometric Functions Recursing
Procedural Modeling Temporary Models from Blender Enemies Built of ellipses X, y, z radii determine statistics X, y, and z are a function of t
Procedural Environments Dirt Snow Grass Forest- Tree Generation
Terrain Rendering Nearer- More Detail, Farther- Less Detail Rendering Only in front Smart Rendering? Problems: Relatively Motionless-Fixed with Textures Flat Approximation of Dramatic Landscapes
What's Done Game Aspects: 3D Environment, Motion Physics, Texturing Water (limited physics) Enemies, Bombs (Drop, throw, and detonate keys) Project Aspects: 2 Java Assisting Programs (Height map and OpenGL modeling) Fractal terrain shell and Algebraic terrain shell Nearer=Greater Detail Rendering In Game Map, Water
What's Next? PG Aspects: Work to Improve Terrain Function (Iteration) Create Terrain Environments Basic enemy generation shell Rendering Aspects: Develop some kind of smart rendering? Increase Fps