The diploma thesis describes the procedural generation of the terrain, the origin, definition and manipulation of the Perlin noise, and the software that we used - game engine Unity.
The optimization of the performance of the project was achieved by reusing parts of the terrain and by reducing the details in the distance.
In the diploma thesis we also describe methods we used for each layer of our terrain generation: we generated the terrain by first generating height, moisture and heat maps, and on the basis of the data we generated different ecosystems. The next generation we implemented is the generation of greenery and cities, which includes the generation of roads and buildings. We also present and evaluate the final results of the procedural generation of the terrain.
At the end of the diploma thesis we give the instructions for use of our procedural terrain generation in Unity. We describe all the functions and parameters, which can be changed in the user interface of the game engine.
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