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Procedural Generation Procedural Generation and Terrain Rendering and Terrain Rendering in a 3D Game in a 3D Game Justin Warfield- Period 5 TJHSST Computer Systems Lab 2007- 2008

Procedural Generation and Terrain Rendering in a 3D Game Justin Warfield- Period 5 TJHSST Computer Systems Lab 2007-2008

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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)‏

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Page 1: Procedural Generation and Terrain Rendering in a 3D Game Justin Warfield- Period 5 TJHSST Computer Systems Lab 2007-2008

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

Page 2: Procedural Generation and Terrain Rendering in a 3D Game Justin 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

Page 3: Procedural Generation and Terrain Rendering in a 3D Game Justin Warfield- Period 5 TJHSST Computer Systems Lab 2007-2008

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)

Page 4: Procedural Generation and Terrain Rendering in a 3D Game Justin Warfield- Period 5 TJHSST Computer Systems Lab 2007-2008

Background

Common techniques for procedurally generated terrain and textures Fractal Algebraic Functions not really used

Spore: procedural modeling and animation

Page 5: Procedural Generation and Terrain Rendering in a 3D Game Justin Warfield- Period 5 TJHSST Computer Systems Lab 2007-2008

Procedural Terrain Fractal:

Random 3D midpoint displacement

Algebraic: Nested Trigonometric

Functions Recursive Functions Sum of Scaled

Functions

Page 6: Procedural Generation and Terrain Rendering in a 3D Game Justin Warfield- Period 5 TJHSST Computer Systems Lab 2007-2008

Procedural Terrain

Order One Function:

Recursive: Scaled Sum:

Page 7: Procedural Generation and Terrain Rendering in a 3D Game Justin Warfield- Period 5 TJHSST Computer Systems Lab 2007-2008

Procedural Environments

Grass Dirt/Snow Rock Forest- Tree Generation

Page 8: Procedural Generation and Terrain Rendering in a 3D Game Justin Warfield- Period 5 TJHSST Computer Systems Lab 2007-2008

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

Page 9: Procedural Generation and Terrain Rendering in a 3D Game Justin Warfield- Period 5 TJHSST Computer Systems Lab 2007-2008

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