Overview Statistic: PDF-Downloads (blue) and Frontdoor-Views (gray)
  • search hit 4 of 195
Back to Result List

Parametrisierte Generierung diverser Planeten als Spielwelten für ein interplanetares Aufbaustrategiespiel

  • Explorational video games and video game genres like Rogle-Likes depend heavily on the presence of an interesting and exciting game world and high replayability. This can be achieved by a high amount of content generated by procedural generation. Space themed games in particular usually lack game worlds with visual and gameplay diversity. This work focuses on the generation of diverse planets as game worlds for an interplanetary building strategy PC game. Therefore, a generator was developedExplorational video games and video game genres like Rogle-Likes depend heavily on the presence of an interesting and exciting game world and high replayability. This can be achieved by a high amount of content generated by procedural generation. Space themed games in particular usually lack game worlds with visual and gameplay diversity. This work focuses on the generation of diverse planets as game worlds for an interplanetary building strategy PC game. Therefore, a generator was developed within the Unity game engine to generate pseudo random planet models. Classic and modern approaches to procedural content generation were evaluated and compared in order to assess their suitability for the implementation of the generator. The generated models utilize a data structure that allows for changes in the model based on player interaction. The resulting planets differ in size, biomes and surface structure. The planet's basic sphere geometry is derived from a subdivided icosphere. Using a voronoi diagram, its surface is divided into regions representing biomes, continents and oceans. A basic simulation of continental plates is used to determine mountain and canyon locations. These are formed by nested noise functions and domain warping creating a height field. The planet surface consists of multiple material layers represented by data.show moreshow less

Download full text files

Export metadata

Metadaten
Author:Sebastian Baier
URN:urn:nbn:de:kobv:522-opus4-27352
DOI:https://doi.org/10.25933/opus4-2735
Referee:Julia Schnitzer
Advisor:Hans-Georg Reimer
Document Type:Master's Thesis
Language:German
Year of Publishing:2021
Date of Publication (online):2021/12/04
Publishing Institution:Technische Hochschule Brandenburg
Granting Institution:Technische Hochschule Brandenburg
Date of final exam:2021/11/04
Release Date:2021/12/16
Tag:Computergrafik; Games; Prozedurale Generierung
Institutes:Fachbereich Informatik und Medien
Dewey Decimal Classification:Informatik, Informationswissenschaft, allgemeine Werke / Informatik, Wissen, Systeme / Spezielle Computerverfahren
open_access (DINI-Set):open_access
Licence (German):Creative Commons - CC BY - Namensnennung 4.0
Einverstanden ✔
Diese Webseite verwendet technisch erforderliche Session-Cookies. Durch die weitere Nutzung der Webseite stimmen Sie diesem zu. Unsere Datenschutzerklärung finden Sie hier.