Procedural Generation and Terrain Rendering in a 3D Game Justin Warfield- Period 5 TJHSST Computer Systems Lab 2007-2008.

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Presentation transcript:

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