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Proceduralna generacija terena za uporabo v računalniških igrah
ID BAMBIČ, JAKOB (Author), ID Bovcon, Narvika (Mentor) More about this mentor... This link opens in a new window

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Abstract
V diplomski nalogi opisujemo proceduralno generacijo terena, izvor, definicijo ter manipulacije Perlinovega šuma in uporabljeno programsko opremo - igralni pogon Unity. Opisujemo postopke, s katerimi smo optimizirali delovanje projekta. S ponovno uporabo delov terena ter z zmanjševanjem količine detajlov v daljavi smo drastično pohitrili delovanje igre. V diplomskem delu opisujemo tudi pristope, ki smo jih uporabili za vsak posamezen del proceduralne generacije terena. Pri generiranju terena je bilo potrebno generirati višino, vlažnost ter toploto. Nato smo iz dobljenih podatkov generirali ekosisteme. Naslednja proceduralna generacija, ki smo jo implementirali, je generacija zelenja ter naselij, ki vključuje generacijo cest in stavb. Prikazani in ovrednoteni so tudi končni rezultati proceduralne generacije terena. Na koncu diplomska naloga ponuja tudi navodila za uporabo generatorja terena v igralnem pogonu Unity. Opisane so vse funkcije ter nastavitve, ki jih je mogoče kontrolirati iz uporabniškega vmesnika igralnega pogona.

Language:Slovenian
Keywords:Perlinov šum, Unity, proceduralna generacija, računalniška igra
Work type:Bachelor thesis/paper
Organization:FRI - Faculty of Computer and Information Science
Year:2018
PID:20.500.12556/RUL-104783 This link opens in a new window
Publication date in RUL:10.10.2018
Views:1238
Downloads:266
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Secondary language

Language:English
Title:Procedural terrain generation for use in computer games
Abstract:
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.

Keywords:Perlin noise, Unity, procedural content generation, computer game

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