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dc.rights.licenseCC-BY-NC-ND
dc.contributor.advisorStaals, F.
dc.contributor.advisorKreveld, M.J. van
dc.contributor.authorRufinus, T.
dc.date.accessioned2018-07-20T17:02:17Z
dc.date.available2018-07-20T17:02:17Z
dc.date.issued2018
dc.identifier.urihttps://studenttheses.uu.nl/handle/20.500.12932/29732
dc.description.abstractThis thesis introduces a technique for procedurally generating terrains for strategy video games. In our approach, we use graphs to represent regions and corridors in the terrain. We implemented a tool that a game designer can use to define a terrain graph with geometric properties that the maps should have, such as the connectivity structure and physical dimensions of the regions and corridors. Our terrain generator uses a graph layout algorithm to find a terrain graph layout that meets the specifications, and generates a heightmap based on that layout. We tested the effectiveness of our method with various test cases in different experiments, and found that the generated terrains match the designer's intent quite well.
dc.description.sponsorshipUtrecht University
dc.format.extent0
dc.format.mimetypeapplication/x-empty
dc.language.isoen_US
dc.titleGraph-based Terrain Generation
dc.type.contentMaster Thesis
dc.rights.accessrightsOpen Access
dc.subject.keywordsProcedural content generation, Strategy games, Terrain generation, Graph layout
dc.subject.courseuuGame and Media Technology


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