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  1. 1. User perception on procedurally generated cities affected with a heightmapped terrain parameter

    University essay from Blekinge Tekniska Högskola/Institutionen för datavetenskap

    Author : Adam Brodd; Andreas Eriksson; [2019]
    Keywords : Procedural city generation; Perlin noise; Heightmap terrain; Future Work; heightmap; Procedurell stadsgenerering; Perlin; Heightmap terräng; hightmap;

    Abstract : Context: Procedural content generation shortened PCG is a way of letting the computer algorithmically generate data, with little input from programmers. Procedural content generation is a useful tool for developers to create game worlds, content and much more, which can be tedious and time-consuming to do by hand. READ MORE