Abstract
This paper aims to discuss existing approaches to procedural terrain generation for games. This will include both the many functions that are used to generate ‘noise’ (something that has proved exceptionally useful in procedural terrain and texture synthesis) as well as some advanced procedural content generation techniques. The paper concludes with a summary of the discussed material while attempting to highlight areas for future research.
Original language | English |
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Title of host publication | 8th International Conference on Games and Virtual Worlds for Serious Applications (VS-Games) (2016) |
Place of Publication | U.S. |
Publisher | Institute of Electrical and Electronic Engineers |
Number of pages | 2 |
ISBN (Print) | 9781509027231 |
DOIs | |
Publication status | Published - 30 Sept 2016 |
Keywords
- Pseudo-random
- fractal
- noise function
- terrain