Fusion of procedural terrain generation algorithms

There are millions of gamers in the world today ranging from the PC to console categories. Game contents such as terrains, trees and rocks plays a major entertainment role for attracting these gamers. However, static content in games would greatly reduce its replayability and reduces the game’s life...

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Bibliographic Details
Main Author: Chua, Ming Shu
Other Authors: Chua Hock Chuan
Format: Final Year Project
Language:English
Published: 2017
Subjects:
Online Access:http://hdl.handle.net/10356/71401
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Institution: Nanyang Technological University
Language: English
Description
Summary:There are millions of gamers in the world today ranging from the PC to console categories. Game contents such as terrains, trees and rocks plays a major entertainment role for attracting these gamers. However, static content in games would greatly reduce its replayability and reduces the game’s lifespan. The solution to this would be Procedural Content Generation which creates content through algorithms giving a randomized result and not neglecting the computational power and memory required for the generation. One of the best possible solutions available would be Procedural Content Generation as there are a lot of existing algorithms to support it. Out of the numerous algorithms, this project would employ traditional methods of Perlin Noise, Fractal Brownian Motion (FBN) and new methods of L-Systems and Polar Equations for terrain and content generation. CPU power and memory consumption would be monitored throughout the process to test the limits of this Procedural Content Generation approach. This project would be implemented using Unity 5 with scripts written in C# in the form of a game demo with terrains and objects being generated before and during runtime.