Dwarf Block Game Development - Dynamic Environment
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Kirjastaja
Tartu Ülikool
Abstrakt
This Bachelor’s thesis describes the techniques used to implement a dynamic voxel
terrain system for the game Dwarf Block. It is explained how the marching cubes
algorithm was used to build the meshes in Unreal Engine 4. Performance of the mesh
building is measured and used to validate that the system is suitable for use in a realtime
game. For procedural generation of the landscape, three different terrain data generator
implementations are compared. From these, the best one is determined based on opinions
gathered through user testing.
Kirjeldus
Märksõnad
Voxel, marching cubes, Unreal Engine 4, computer graphics, procedural generation, dynamic terrain, optimization