This project is about the design and implementation of the game \Surogou" using procedural content generation with the algorithm perlin noise to do ter- rain modelling and distribution of objects. The main objective is how pro- cedural content generation can be utilized in games, while maintaining high performance and to investigate new opportunities that arises, when applying procedural techniques. As procedural content generation is unpredictable by nature, the key challenge in the project is to ensure high consistency and con- trollability of the algorithm. The project concludes, that utilizing procedural content generation is bene cial in terms of creating a large variety of game spaces procedurally. However, issues needs to be addressed in order to main- tain a decent performance. Furthermore, there are several bene ts of using these techniques, such as the potential to shorten the development time of a game.
|Uddannelser||Datalogi, (Bachelor/kandidatuddannelse) Kandidat|
|Udgivelsesdato||22 dec. 2014|
- Procedural Content Generation
- Terrain Modelling
- Perlin Noise
- Infinite Game World