Dwarf Block Game Development - Dynamic Environment
| dc.contributor.advisor | Jaggo, Jaanus, juhendaja | |
| dc.contributor.author | Mäemees, Märt | |
| dc.contributor.other | Tartu Ülikool. Loodus- ja täppisteaduste valdkond | et |
| dc.contributor.other | Tartu Ülikool. Arvutiteaduse instituut | et |
| dc.date.accessioned | 2023-11-02T13:15:06Z | |
| dc.date.available | 2023-11-02T13:15:06Z | |
| dc.date.issued | 2020 | |
| dc.description.abstract | 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. | et |
| dc.identifier.uri | https://hdl.handle.net/10062/93978 | |
| dc.language.iso | eng | et |
| dc.publisher | Tartu Ülikool | et |
| dc.rights | openAccess | et |
| dc.rights | Attribution-NonCommercial-NoDerivatives 4.0 International | * |
| dc.rights.uri | http://creativecommons.org/licenses/by-nc-nd/4.0/ | * |
| dc.subject | Voxel | et |
| dc.subject | marching cubes | et |
| dc.subject | Unreal Engine 4 | et |
| dc.subject | computer graphics | et |
| dc.subject | procedural generation | et |
| dc.subject | dynamic terrain | et |
| dc.subject | optimization | et |
| dc.subject.other | bakalaureusetööd | et |
| dc.subject.other | informaatika | et |
| dc.subject.other | infotehnoloogia | et |
| dc.subject.other | informatics | et |
| dc.subject.other | infotechnology | et |
| dc.title | Dwarf Block Game Development - Dynamic Environment | et |
| dc.type | Thesis | et |
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