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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.zeige mehrzeige weniger

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Metadaten
Verfasserangaben:Sebastian Baier
URN:urn:nbn:de:kobv:522-opus4-27352
DOI:https://doi.org/10.25933/opus4-2735
Gutachter*in:Julia Schnitzer
Betreuer:Hans-Georg Reimer
Dokumentart:Masterarbeit
Sprache:Deutsch
Jahr der Veröffentlichung:2021
Datum der Veröffentlichung (online):04.12.2021
Veröffentlichende Institution:Technische Hochschule Brandenburg
Titel verleihende Institution:Technische Hochschule Brandenburg
Datum der Abschlussprüfung:04.11.2021
Datum der Freischaltung:16.12.2021
Freies Schlagwort / Tag:Computergrafik; Games; Prozedurale Generierung
Institute:Fachbereich Informatik und Medien
DDC-Klassifikation:Informatik, Informationswissenschaft, allgemeine Werke / Informatik, Wissen, Systeme / Spezielle Computerverfahren
open_access (DINI-Set):open_access
Lizenz (Deutsch):Creative Commons - CC BY - Namensnennung 4.0
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