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  Efficient Methods  Landscape Environments

Scope Context: Camel Crusaders  Lion killing game (Bombs)‏  OpenGL generated through Python  Underwater physics and setting Scope  3-D  Low resolution  Low interactivity (few events to process)‏

Background Common techniques for procedurally generated terrain and textures  Fractal  Algebraic Functions not really used Spore: procedural modeling and animation

Procedural Terrain Fractal:  Random 3D midpoint displacement Algebraic:  Nested Trigonometric Functions  Recursive Functions  Sum of Scaled Functions

Procedural Terrain Order One Function: Recursive:Scaled Sum:

Procedural Environments Grass Dirt/Snow Rock Forest- Tree Generation

Terrain Rendering Nearer- More Detail, Farther- Less Detail Rendering Only in front Concentric Circles Problems:  Relatively Motionless- Fixed with Textures  Flat Approximation of Dramatic Landscapes- Increase Fps for more render time

What Can Be Done Further? PG Aspects:  Increase game speed to better use the scaled sum method  Create more sophisticated terrain environments  A wider range of enemies and game environments, and exploration into additional applications of algebraic functions to generate game content Rendering Aspects:  Develop a smart rendering  Speed up the process