Procedural Content One of Realm of Kaodith’s primary features is the procedurally generated maps. Procedural content allows the user to have access to.

Slides:



Advertisements
Similar presentations
Wireless Sensor Placement for Reliable and Efficient Data Collection Edo Biagioni and Galen Sasaki University of Hawaii at Manoa.
Advertisements

AI Pathfinding Representing the Search Space
Different Uses of Maps and Diagrams
TECHNICAL POSTER Quentin Bloomfield, Keegan Donnelly, Jacob Grealy, Zach Knickerbocker, Nate Niederkorn, Sean Peck Department of Computer Science and Engineering.
Procedural Textures Jian Huang, CS594, Fall 2002 This set of slides references slides used at Ohio State and “Texturing and modeling” by Ebert, et. al.
Overview Winning conditions Destroy the enemy fortress before the enemy destroys yours. That’s it! You don’t need to have more gold, destroy all of their.
The Global Digital Elevation Model (GTOPO30) of Great Basin Location: latitude 38  15’ to 42  N, longitude 118  30’ to 115  30’ W Grid size: 925 m.
COMPUTER GRAPHICS CS 482 – FALL 2014 OCTOBER 6, 2014 TEXTURE MAPPING TEXTURES BUMP MAPPING ENVIRONMENT MAPPING PROCEDURAL TEXTURING.
Trajectory Generation
PSC 121 Prince George's Community College
As we go through the PowerPoint, please do the following:  Match your cards.  Take notes in your science notebook.  Label your map. topographyThe study…
RULES of Contour Mapping.
For the Lesson: Eta Characteristics, Biases, and Usage December 1998 ETA-32 MODEL CHARACTERISTICS.
Technical Advisor : Mr. Roni Stern Academic Advisor : Dr. Meir Kalech Team members :  Amit Ofer  Liron Katav Project Homepage :
The Introduction of a Knowledge-based Approach and Statistical Methods to Make GIS-Compatible Climate Map Goshi Fujimoto at MIG seminar on 16th, May Daly,
Landforms A natural formation or area of land, like a mountain, valley, or plain.
Lecture 07: Terrain Analysis Geography 128 Analytical and Computer Cartography Spring 2007 Department of Geography University of California, Santa Barbara.
TOPOGRAPHIC MAPS A NEW WAY TO VIEW THE WORLD!. A topographic map, simply put, is a two-dimensional representation of a portion of the three- dimensional.
Our Country’s Geography
The Global Digital Elevation Model (GTOPO30) of Great Basin Location: latitude 38  15’ to 42  N, longitude 118  30’ to 115  30’ W Grid size: 925 m.
NNPC FSTP Geoscience Course Code: Lesson. Geological Maps and Cross-Sections Contents.
MAPPING EARTH’S SURFACE. EXPLORING EARTH’S SURFACE In 1804 an expedition set out from St. Louis to explore land between the Mississippi River and the.
What are the differences between a topographic map and a road map?
Mapping Earth’s Surface
200 pt 300 pt 400 pt 500 pt 100 pt 200 pt 300 pt 400 pt 500 pt 100 pt 200pt 300 pt 400 pt 500 pt 100 pt 200 pt 300 pt 400 pt 500 pt 100 pt Topography Types.
10/21/03CS679 - Fall Copyright Univ. of Wisconsin Last Time Terrain Dynamic LOD.
David Runyon Lauren Stana Kelsey Vaughn Molly Shelestak.
Noise Based Texture Noise Based Texture CMPS260 Presentation Guoping Xu Mar. 05, 2003.
Procedural Terrain with Stochastic Trees. WITH MAX MORRIS, CORY GAGEL, MARK WOULFE.
Networking Networking is done via a single component that is persistent in each machine’s game. This multiplayer manager component handles all Unity RPC.
Unit 1: Chapter 1 Test Review
Changing Earth’s Surface
DigitalTerrainModelling: 1 Digital Terrain Model also known as –digital ground model (DGM) & –digital height model (DHM) a method of representing the.
Z-Town Technical Details Ben Trivett, Drew Switzer, Cameron Jett, Ryan Southard Department of Computer Science and Engineering The Ohio State University.
Presented By: Heinz Conrad Delivering Digital NOTAMs NOTAM Impact on Obstacle Clearance and Engine-Out Analysis.
Artificial Intelligence in Game Design Dynamic Path Planning Algorithms.
Artificial Intelligence in Game Design Content Generation.
Probabilistic Smart Terrain Dr. John R. Sullins Youngstown State University.
MAPPING OUR WORLD. MAPPING Cartography- Cartography- science of map makingscience of map making.
Non-Photorealistic Rendering and Content- Based Image Retrieval Yuan-Hao Lai Pacific Graphics (2003)
TLW, with 100% participation Identify landforms on a topographic map Use contour lines to interpret terrain features and elevation Apply knowledge of weathering.
Random Map Generation and Transport Unit AI for Strategy Games By Russell Kuchar.
Unit 1: Navigation.
Maps. What do we need in order to read a map? Direction Scale Legend.
Mapping Earth’s Surface Chapter 1, Lesson 1. The difference in elevation between the highest and lowest parts of an area. relief.
R I T Rochester Institute of Technology Geometric Scene Reconstruction Using 3-D Point Cloud Data Feng Li and Steve Lach Advanced Digital Image Processing.
Ran TAO Missing Spatial Data. Examples Places cannot be reached E.g. Mountainous area Sample points E.g. Air pollution Damage of data E.g.
Written by Changhyun, SON Chapter 5. Introduction to Design Optimization - 1 PART II Design Optimization.
Geographic Features of the World A Historical look into how Geography influences life and exploration.
3D Renderer for GeoTools Renders a 2D map on an infinite 3D surface Uses variable level of detail –Closer areas are more detailed than far away ones A.
Probabilistic Smart Terrain Dr. John R. Sullins Youngstown State University.
Robust Watermarking of 3D Mesh Models. Introduction in this paper, it proposes an algorithm that extracts 2D image from the 3D model and embed watermark.
HIGHWAY DESIGN PROCESS & ROUTE LOCATION Spring 2016.
Rhys Llywelyn Mountain Skills Summary. Rhys Llywelyn Mountain Navigation Reading the Map Always keep the map orientated, in good visibility use the features.
Instructor: Mircea Nicolescu Lecture 5 CS 485 / 685 Computer Vision.
Procedurally Generated ‘Virtual Cities’ for Computer Games Daniel Flower Neil Green Jonathan Rubin Tan Khanh.
Measuring Earth.
The shape of the land An area’s topography may be flat, sloping, hilly, or mountainous.
Gravity Data Reduction
PSC 121 Prince George's Community College
The application of an atmospheric boundary layer to evaluate truck aerodynamics in CFD “A solution for a real-world engineering problem” Ir. Niek van.
Mapping Earth’s Surface
Topographic Survey Introduction „ Mapping surveys are made
Land and Water Forms of the United States
Topographic Survey Introduction „ Mapping surveys are made
Landform Notes.
Mapping Earth’s Surface
Cartography 101.
PSC 121 Prince George's Community College
Famous World Rivers Scavenger Hunt.
Presentation transcript:

Procedural Content One of Realm of Kaodith’s primary features is the procedurally generated maps. Procedural content allows the user to have access to an infinite source of content. When designing our map generator, we knew we wanted to provide the player with an experience which would be unique with each play session. Maps are composed of hexagon tiles of varying terrain types. The terrain types represent the various environments of Kaodith: mountainous, rocky ground, barren dirt, scrubland, forests, swamps, lakes, and sea. Each tile has an assigned terrain type with a randomly selected texture corresponding to the terrain type. Additionally, each tile has a height which corresponds to the terrain type, e.g. a swamp tile would be relatively low while a mountain tile would be much higher. Map Generation The player can generate maps of different varieties by modifying the terrain presets and terrain height. The terrain presets are premade sets of weights for the different terrain types. Terrain height increases or decreases the maximum height resulting in more or less cliffs. The maps are generated via Perlin noise in which the map is separated into grids. Each hex is then evaluated based on its position in the grid and a predetermined pseudo-random gradient function, which creates localized features such as lakes and mountain ranges that look natural. In order to smooth out the height differences between adjacent tiles, a three- dimensional spline interpolation (two- dimensional over the tiles, but also smoothed over time due to the presence of various spell effects that can modify the terrain) is used to represent the virtual terrain surface, and units move along this surface. Additionally, sufficiently steep slopes are replaced with vertical drops which act as impassable “cliffs” for units and make finding short routes between two points a tricky proposition, especially if the units (or the player) cannot see faraway terrain at all, due to the fog of war. High Seas Wetlands Standard Great Plains Mountainous Forested Terrain Presets High terrain height factor Low terrain height factor Realm of Kaodith Technical Details Pathfinding The pathfinding in Realm of Kaodith applies an A* search to the map, taking into account any cliffs, structures, or units that can block the way, but also ignoring any obstacles within the obscured region, since the player is unable to navigate around unknown terrain. Although an A* search is guaranteed to provide an optimal route, a side effect of this procedure is that units often backtrack as they discover that the route which they wanted to take is blocked, and the result is that a player who has explored will have more knowledge of the terrain and will be able to navigate much more effectively than a player who has not — which can make all the difference in some battles. Computer Science and Engineering – The Ohio State University Team DriPSaP Andrew Buelow Mario Carneiro Kyle Donovan Sam Gutentag Stephen Hara