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Showing result 1 - 5 of 65 essays matching the above criteria.

  1. 1. Exploring procedural generation of planets : Developing a tool to create spherical worlds

    University essay from Malmö universitet/Fakulteten för teknik och samhälle (TS)

    Author : Filip Tripkovic; [2023]
    Keywords : Procedural Content Generation; PCG; Planet; World; Sphere; Terrain; Noise; Unity; Editor; Designer; Tool; Game Development;

    Abstract : If you want procedurally generated content in your games, you often have to rely on your own ability to develop the desired tools. This can be limiting for newer game developers, leading to certain types of gameplay not being considered when designing games. READ MORE

  2. 2. Development and Implementation of Techniques for the Simulation and Processing for Future SAR Systems

    University essay from Luleå tekniska universitet/Institutionen för system- och rymdteknik

    Author : Tim Kinnunen; [2023]
    Keywords : Synthetic Aperture Radar; SAR; Reverse Backprojection Algorithm; RBPA; Backprojection Algorithm; SAR simulator; SAR processing;

    Abstract : Synthetic Aperture Radar (SAR) is a type of radar system that can generate high-resolution images with which one can detect subtle changes on the scale of centimetres from space. It can operate in any weather condition and during both day and night, making it unique compared to optical sensors. READ MORE

  3. 3. Generating terrain features using software agents

    University essay from Malmö universitet/Fakulteten för teknik och samhälle (TS)

    Author : Marcus Sköld; [2023]
    Keywords : PCG; Game development; Procedural Content Generation; Terrain; Agent; Spelutveckling; terräng; agent;

    Abstract : Terrain is a key aspect of a game to help immerse the player in the virtual environment. Producing such content can however be quite challenging for a designer since landscapes need to satisfy the game’s visual and playable needs. READ MORE

  4. 4. Signed Distance Field For Deformable Terrain Shovel Collision Detection

    University essay from Umeå universitet/Institutionen för fysik

    Author : Johannes Strid; [2023]
    Keywords : Signed Distance Fields; Collision Detection; Deformable Terrain;

    Abstract : One commonly used representation of complex objects in physics-based simulations are triangle meshes. This representation utilizes a collection of triangles to approximate an object. An alternative representation is a Signed Distance Field (SDF). READ MORE

  5. 5. Procedural Worlds : A proposition for a tool to assist in creation of landscapes byprocedural means in Unreal Engine 5

    University essay from Linköpings universitet/Informationskodning

    Author : Viktor Sjögren; William Malteskog; [2023]
    Keywords : Procedural Generation; PCG; Terrain generation; Unreal Engine; Path generation; Catmull-Rom splines; Noise; Perlin noise; Biomes; Interpolation;

    Abstract : This thesis explores the possibilities of creating landscapes through procedural means within the game engine Unreal Engine 5. The aim is to provide a flexible procedural landscape tool that doesn't limit the user and that is compatible with existing systems in the engine. READ MORE