Immersive environments are a big part of videogames. With hardware being more capable thanever of displaying millions of triangles at once boththe capability and demand of more content in anenvironment increases. This puts more strain onlevel designers who have to spend more time perscene to make everything meet the constantly increasingvisual standards. Being able to procedurallydecorate any environment in such a fashionthat it follows the hand-made hero scenes of thegame becomes an important way to save time andmoney better spent elsewhere in the project.This thesis investigates a hierarchical method ofprocedurally generating objects inside an environment.This was accomplished by creating an artifactto analyze the feasibility of efficiently hierarchicallydecorating environments at run-time ofa video game. Though focusing on furniture anddecorative objects of rooms the system can also beused to procedurally place game related content.
Identifer | oai:union.ndltd.org:UPSALLA1/oai:DiVA.org:mau-20084 |
Date | January 2020 |
Creators | Lidberg, Ola, Borgshammar, Daniel |
Publisher | Malmö universitet, Fakulteten för teknik och samhälle (TS), Malmö universitet, Fakulteten för teknik och samhälle (TS), Malmö universitet/Teknik och samhälle |
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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