Landscape generation using procedural generation techniques

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dc.contributor.author Melnychuk, Vladyslav
dc.date.accessioned 2024-02-15T14:33:15Z
dc.date.available 2024-02-15T14:33:15Z
dc.date.issued 2020
dc.identifier.citation Melnychuk, Vladyslav. Landscape generation using procedural generation techniques / Melnychuk, Vladyslav; Supervisor: Oles Dobosevych; Ukrainian Catholic University, Department of Computer Sciences. – Lviv: 2020. – 32 p. uk
dc.identifier.uri https://er.ucu.edu.ua/handle/1/4537
dc.language.iso en uk
dc.title Landscape generation using procedural generation techniques uk
dc.type Preprint uk
dc.status Публікується вперше uk
dc.description.abstracten This work is about procedural content generation and its applications in video games. Generating a landscape is one of the ways to use procedural generation in games. The goal of this work is to test different techniques and approaches to develop a foundation for a game that is capable of creating beautiful, realistically looking land- scapes. The predefined rules must fully control the generation process. The user input for the generation will be limited to the seed that defines the initial state of the generation, the parameters that control the generation, textures and 3d models. The rest of the work is automated and requires no human interaction. The results of this work can be used as a foundation for different types of games. uk


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