procedural generation and terrain rendering in a 3d game justin warfield- period 5 tjhsst computer...
DESCRIPTION
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)TRANSCRIPT
Procedural Generation and Procedural Generation and Terrain Rendering in a 3D Terrain Rendering in a 3D
GameGameJustin Warfield- Period 5
TJHSST Computer Systems Lab 2007-2008
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
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)
Background
Common techniques for procedurally generated terrain and textures Fractal Algebraic Functions not really used
Spore: procedural modeling and animation
Procedural Terrain Fractal:
Random 3D midpoint displacement
Algebraic: Nested Trigonometric
Functions Recursive Functions Sum of Scaled
Functions
Procedural Terrain
Order One Function:
Recursive: Scaled Sum:
Procedural Environments
Grass Dirt/Snow Rock Forest- Tree Generation
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
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