Procedural Generation and Terrain Rendering in a 3D Game - PowerPoint PPT Presentation

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Procedural Generation and Terrain Rendering in a 3D Game

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Procedural Generation and Terrain Rendering in a 3D Game ... Temporary Models from Blender. Enemies. Built of ellipses. X, y, z radii determine statistics ... – PowerPoint PPT presentation

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Title: Procedural Generation and Terrain Rendering in a 3D Game


1
Procedural Generation and Terrain Rendering in a
3D Game Justin Warfield- Period 5 TJHSST Computer
Systems Lab 2007-2008
2
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
  • 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
  • Global Referential Transparency
  • Algebraic Algorithms
  • Patterns of 3 Variable Functions
  • Nested Trigonometric Functions
  • Recursing

6
(No Transcript)
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
Procedural Environments
  • Dirt
  • Snow
  • Grass
  • Forest- Tree Generation

9
Terrain Rendering
  • Nearer- More Detail, Farther- Less Detail
  • Rendering Only in front
  • Smart Rendering?
  • Problems
  • Relatively Motionless-Fixed with Textures
  • Flat Approximation of Dramatic Landscapes

10
What's Done
  • Game Aspects
  • 3D Environment, Motion Physics, Texturing
  • Water (limited physics)?
  • 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
  • NearerGreater Detail Rendering
  • In Game Map, Water

11
What's Next?
  • PG Aspects
  • Work to Improve Terrain Function (Iteration)?
  • Create Terrain Environments
  • Basic enemy generation shell
  • Rendering Aspects
  • Develop some kind of smart rendering?
  • Increase Fps
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