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Procedural Generation and Terrain Rendering in a 3D Camel Jousting Game Justin Warfield- Period 5 TJHSST Computer Systems Lab 2006-2007.

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Presentation on theme: "Procedural Generation and Terrain Rendering in a 3D Camel Jousting Game Justin Warfield- Period 5 TJHSST Computer Systems Lab 2006-2007."— Presentation transcript:

1 Procedural Generation and Terrain Rendering in a 3D Camel Jousting Game Justin Warfield- Period 5 TJHSST Computer Systems Lab 2006-2007

2 Goals Procedural Generation Techniques  Referential transparency 3D equations  Local randomization/realism  Game skill adjustment Procedural Applications  Terrain/Textures  Procedural Modeling (enemies, obstacles, etc)‏  Others (items, weapons, etc)‏ Terrain Rendering  Local Detail/Distant Approximation  Smart Rendering?

3 Scope Context: Camel Crusaders  Lion killing game (Bombs)‏  OpenGL generated Limits  3-D  Low resolution

4 Background Common techniques for procedurally generated terrain and textures Spore: procedural modeling and animation

5 Procedural Terrain Local Realism:  Random 3D midpoint displacement  Algorithms Patterns of 3 Variable Functions Nested Trigonometric Functions Recursing Global Referential Transparency:  Algebraic algorithms

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7 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

8 Other Implementations Background Textures (Sky, Ground)‏ Game difficulty Obstacles Items Sound?

9 Terrain Rendering Nearer- More Detail, Farther- Less Detail Rendering Only in front Smart Rendering Problems:  Relatively Motionless  Flat Approximation of Dramatic Landscapes

10 What's Done 1 st Semester Game Aspects:  3D Environment, Motion Physics  Mouse and Keyboard Movement  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

11 What's Next? PG Aspects:  Continue to improve a terrain function  Apply fractal textures  Create local randomization  Basic enemy generation shell  Basic environment object generation Rendering Aspects:  Overcome encountered problems


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