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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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
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spelling sg-ntu-dr.10356-714012023-07-07T18:00:43Z Fusion of procedural terrain generation algorithms Chua, Ming Shu Chua Hock Chuan Vladimir Todorovic School of Electrical and Electronic Engineering DRNTU::Engineering::Electrical and electronic engineering 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. Bachelor of Engineering 2017-05-16T07:53:31Z 2017-05-16T07:53:31Z 2017 Final Year Project (FYP) http://hdl.handle.net/10356/71401 en Nanyang Technological University 65 p. application/pdf
institution Nanyang Technological University
building NTU Library
continent Asia
country Singapore
Singapore
content_provider NTU Library
collection DR-NTU
language English
topic DRNTU::Engineering::Electrical and electronic engineering
spellingShingle DRNTU::Engineering::Electrical and electronic engineering
Chua, Ming Shu
Fusion of procedural terrain generation algorithms
description 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.
author2 Chua Hock Chuan
author_facet Chua Hock Chuan
Chua, Ming Shu
format Final Year Project
author Chua, Ming Shu
author_sort Chua, Ming Shu
title Fusion of procedural terrain generation algorithms
title_short Fusion of procedural terrain generation algorithms
title_full Fusion of procedural terrain generation algorithms
title_fullStr Fusion of procedural terrain generation algorithms
title_full_unstemmed Fusion of procedural terrain generation algorithms
title_sort fusion of procedural terrain generation algorithms
publishDate 2017
url http://hdl.handle.net/10356/71401
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