This study is concerned with digital two-dimensional rivers for games. Specifically the aim is to create a river shape from the basis of a spline curve and make it look like a river with a water flow-rate. This is achieved by developing an artifact capable of river simulations in 2D, with the flow-rate calculated using the necessary hydraulics equations. The scientific process described in Design Science Research Methodology for Information Systems Research is presented and followed. Artifact simulations are demonstrated and evaluated, especially calculations for river mean velocity and discharge are shown to be possible by assuming that the river channel is of trapezoidal shape. Simulations show a type of river not usually seen in games, a river with more accuracy than other game simulations. The artifact river simulations are however limited by a missing smoothness when going between different channel shapes. Also there could be a way of improving the texture used, or possibly use more then one texture in one simulation. The conclusion is that the methods used for river generation by this study could be part of a design tool that targets 2D games.
Identifer | oai:union.ndltd.org:UPSALLA1/oai:DiVA.org:mau-57367 |
Date | January 2022 |
Creators | Ahl, Richard |
Publisher | Malmö universitet, Fakulteten för teknik och samhälle (TS) |
Source Sets | DiVA Archive at Upsalla University |
Language | English |
Detected Language | English |
Type | Student thesis, info:eu-repo/semantics/bachelorThesis, text |
Format | application/pdf |
Rights | info:eu-repo/semantics/openAccess |
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