The use of procedural content generation is becoming more and more popular in the video game industry. With games such as Minecraft or No Man’s Sky we have seen the potential of PCG in video game creation but also its challenges. In fact, while the processing power and memory capabilities of our machines are unceasingly growing, human capability for content creation doesn’t seem to be able to follow the same pace. Game developers had then to come up with several techniques and methods that will help them generate lots of content for their games while still keeping a certain level of control on the output. Urbis Terram is a procedural city generation tool for Unity3D that allows the creation of complete cities to be used in video games or simulations made with this engine. The goal of this thesis is to tackle the technical challenge of designing and implementing a PCG tool that will help game developers to quickly generate terrains, road networks and allotment spaces for buildings and other urban areas. The goal is to have a unique complete city generation tool that can enable quick game design iterations and can be used to create complex virtual worlds.
Identifer | oai:union.ndltd.org:wpi.edu/oai:digitalcommons.wpi.edu:etd-theses-1397 |
Date | 27 April 2017 |
Creators | Najahi, Yakin |
Contributors | Dean O'Donnell, Reader, Charles Rich, Advisor, Mark L. Claypool, Reader |
Publisher | Digital WPI |
Source Sets | Worcester Polytechnic Institute |
Detected Language | English |
Type | text |
Format | application/pdf |
Source | Masters Theses (All Theses, All Years) |
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