Please use this identifier to cite or link to this item:
http://hdl.handle.net/2445/187866
Title: | Procedural content generation for landscapes |
Author: | Barrio Morra, Francisco |
Director/Tutor: | Puig Puig, Anna |
Keywords: | Disseny de videojocs Algorismes computacionals Programari Treballs de fi de grau Visualització tridimensional Video games design Computer algorithms Computer software Three-dimensional display systems Bachelor's theses |
Issue Date: | 20-Jun-2021 |
Abstract: | [en] Procedural Content Generation is the act of creating content by using a process instead of predefining it. This project proposes generating different terrain types in a procedural way, while letting a player move around it and explore it freely. This means that the terrain will be generated in real time as the player moves, and how it is generated will be affected by the player’s actions, and how they explore. The generation of this terrain has regions with different characteristics which make them have a specific appearance, with the transitions between them being quite seamless. The objective was to generate a terrain that was as close as possible to real terrain surfaces on Earth. The developed application lets explore a wide range of configurations regarding the PCG, getting very promising results in terms of player’s enjoyment. |
Note: | Treballs Finals de Grau d'Enginyeria Informàtica, Facultat de Matemàtiques, Universitat de Barcelona, Any: 2021, Director: Anna Puig Puig |
URI: | http://hdl.handle.net/2445/187866 |
Appears in Collections: | Treballs Finals de Grau (TFG) - Enginyeria Informàtica |
Files in This Item:
File | Description | Size | Format | |
---|---|---|---|---|
tfg_barrio_morra_francisco.pdf | Memòria | 42.53 MB | Adobe PDF | View/Open |
PCG.zip | Codi font | 182.36 MB | zip | View/Open |
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