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Published byBeatrice Gray Modified over 9 years ago
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Procedural Generation and Terrain Rendering in a 3D Game Justin Warfield- Period 5 TJHSST Computer Systems Lab 2007-2008
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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
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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)
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Background Common techniques for procedurally generated terrain and textures Fractal Algebraic Functions not really used Spore: procedural modeling and animation
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Procedural Terrain Fractal: Random 3D midpoint displacement Algebraic: Nested Trigonometric Functions Recursive Functions Sum of Scaled Functions
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Procedural Terrain Order One Function: Recursive:Scaled Sum:
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Procedural Environments Grass Dirt/Snow Rock Forest- Tree Generation
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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
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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
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