Dwarf Block Game Development - Dynamic Environment

dc.contributor.advisorJaggo, Jaanus, juhendaja
dc.contributor.authorMäemees, Märt
dc.contributor.otherTartu Ülikool. Loodus- ja täppisteaduste valdkondet
dc.contributor.otherTartu Ülikool. Arvutiteaduse instituutet
dc.date.accessioned2023-11-02T13:15:06Z
dc.date.available2023-11-02T13:15:06Z
dc.date.issued2020
dc.description.abstractThis 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.et
dc.identifier.urihttps://hdl.handle.net/10062/93978
dc.language.isoenget
dc.publisherTartu Ülikoolet
dc.rightsopenAccesset
dc.rightsAttribution-NonCommercial-NoDerivatives 4.0 International*
dc.rights.urihttp://creativecommons.org/licenses/by-nc-nd/4.0/*
dc.subjectVoxelet
dc.subjectmarching cubeset
dc.subjectUnreal Engine 4et
dc.subjectcomputer graphicset
dc.subjectprocedural generationet
dc.subjectdynamic terrainet
dc.subjectoptimizationet
dc.subject.otherbakalaureusetöödet
dc.subject.otherinformaatikaet
dc.subject.otherinfotehnoloogiaet
dc.subject.otherinformaticset
dc.subject.otherinfotechnologyet
dc.titleDwarf Block Game Development - Dynamic Environmentet
dc.typeThesiset

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