procedural generation and terrain rendering in a 3d camel jousting game justin warfield- period 5...

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Procedural Generation Procedural Generation and Terrain Rendering and Terrain Rendering in a 3D Camel Jousting in a 3D Camel Jousting Game Game Justin Warfield- Period 5 TJHSST Computer Systems Lab 2006- 2007

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Scope Context: Camel Crusaders  Lion killing game (Bombs)‏  OpenGL generated Limits  3-D  Low resolution

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Page 1: Procedural Generation and Terrain Rendering in a 3D Camel Jousting Game Justin Warfield- Period 5 TJHSST Computer Systems Lab 2006-2007

Procedural Generation and Procedural Generation and Terrain Rendering in a 3D Terrain Rendering in a 3D

Camel Jousting GameCamel Jousting GameJustin Warfield- Period 5

TJHSST Computer Systems Lab 2006-2007

Page 2: Procedural Generation and Terrain Rendering in a 3D Camel Jousting Game Justin Warfield- Period 5 TJHSST Computer Systems Lab 2006-2007

Goals Procedural Generation Techniques

Referential transparency 3D equations

Local randomization/realism Game skill adjustment

Procedural Applications Terrain/Textures Procedural Modeling (enemies, obstacles, etc) Others (items, weapons, etc)

Terrain Rendering Local Detail/Distant Approximation Smart Rendering?

Page 3: Procedural Generation and Terrain Rendering in a 3D Camel Jousting Game Justin Warfield- Period 5 TJHSST Computer Systems Lab 2006-2007

Scope

Context: Camel Crusaders Lion killing game (Bombs) OpenGL generated

Limits 3-D Low resolution

Page 4: Procedural Generation and Terrain Rendering in a 3D Camel Jousting Game Justin Warfield- Period 5 TJHSST Computer Systems Lab 2006-2007

Background

Common techniques for procedurally generated terrain and textures

Spore: procedural modeling and animation

Page 5: Procedural Generation and Terrain Rendering in a 3D Camel Jousting Game Justin Warfield- Period 5 TJHSST Computer Systems Lab 2006-2007

Procedural Terrain

Local Realism: Random 3D midpoint displacement Algorithms

Patterns of 3 Variable Functions Nested Trigonometric Functions Recursing

Global Referential Transparency: Algebraic algorithms

Page 6: Procedural Generation and Terrain Rendering in a 3D Camel Jousting Game Justin Warfield- Period 5 TJHSST Computer Systems Lab 2006-2007
Page 7: Procedural Generation and Terrain Rendering in a 3D Camel Jousting Game Justin Warfield- Period 5 TJHSST Computer Systems Lab 2006-2007

Procedural Modeling

Temporary Models from Blender Enemies

Built of ellipses X, y, z radii determine statistics X, y, and z are a function of t

Page 8: Procedural Generation and Terrain Rendering in a 3D Camel Jousting Game Justin Warfield- Period 5 TJHSST Computer Systems Lab 2006-2007

Other Implementations

Background Textures (Sky, Ground) Game difficulty Obstacles Items Sound?

Page 9: Procedural Generation and Terrain Rendering in a 3D Camel Jousting Game Justin Warfield- Period 5 TJHSST Computer Systems Lab 2006-2007

Terrain Rendering

Nearer- More Detail, Farther- Less Detail Rendering Only in front Smart Rendering

Problems: Relatively Motionless Flat Approximation of Dramatic Landscapes

Page 10: Procedural Generation and Terrain Rendering in a 3D Camel Jousting Game Justin Warfield- Period 5 TJHSST Computer Systems Lab 2006-2007

What's Done 1st Semester

Game Aspects: 3D Environment, Motion Physics Mouse and Keyboard Movement Enemies, Bombs (Drop, throw, and detonate keys)

Project Aspects: 2 Java Assisting Programs (Height map and

OpenGL modeling) Fractal terrain shell and Algebraic terrain shell Nearer=Greater Detail Rendering

Page 11: Procedural Generation and Terrain Rendering in a 3D Camel Jousting Game Justin Warfield- Period 5 TJHSST Computer Systems Lab 2006-2007

What's Next?

PG Aspects: Continue to improve a terrain function Apply fractal textures Create local randomization Basic enemy generation shell Basic environment object generation

Rendering Aspects: Overcome encountered problems