User perception on procedurally generated cities affected with a heightmapped terrain parameter

Context: Procedural content generation shortened PCG is a way of letting the computer algorithmically generate data, with little input from programmers. Procedural content generation is a useful tool for developers to create game worlds, content and much more, which can be tedious and time-consuming...

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Main Authors: Brodd, Adam, Eriksson, Andreas
Format: Others
Language:English
Published: Blekinge Tekniska Högskola, Institutionen för datavetenskap 2019
Subjects:
Online Access:http://urn.kb.se/resolve?urn=urn:nbn:se:bth-18491
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spelling ndltd-UPSALLA1-oai-DiVA.org-bth-184912019-07-26T04:30:51ZUser perception on procedurally generated cities affected with a heightmapped terrain parameterengEn användares uppfattning på procedurellt genererade städer som är påverkade av en height-mapped terrängparameterBrodd, AdamEriksson, AndreasBlekinge Tekniska Högskola, Institutionen för datavetenskapBlekinge Tekniska Högskola, Institutionen för datavetenskap2019Procedural city generationPerlin noiseHeightmap terrainFuture WorkheightmapProcedurell stadsgenereringPerlinHeightmap terränghightmapComputer SciencesDatavetenskap (datalogi)Context: Procedural content generation shortened PCG is a way of letting the computer algorithmically generate data, with little input from programmers. Procedural content generation is a useful tool for developers to create game worlds, content and much more, which can be tedious and time-consuming to do by hand.Objectives: The procedural generation of both a city and height-mapped terrain parameter using Perlin noise and the terrain parameters effect on the city is explored in this thesis. The objective is to find out if a procedurally generated city with a heightmap parameter using Perlin noise is viable for use in games. Methods: An implementation generating both a height-mapped terrain parameter and city using Perlin noise has been created, along with that a user survey to test the generated city and terrain parameters viability in games. Results: This work successfully implemented an application that can generate cities affected with a heightmapped terrain parameter that is viable for use in games. Conclusions: This work concludes that it is possible to generate cities affected with a height-mapped terrain parameter by utilizing the noise algorithm Perlin noise. The generated cities and terrains are both viable and believable for use in games. Student thesisinfo:eu-repo/semantics/bachelorThesistexthttp://urn.kb.se/resolve?urn=urn:nbn:se:bth-18491application/pdfinfo:eu-repo/semantics/openAccess
collection NDLTD
language English
format Others
sources NDLTD
topic Procedural city generation
Perlin noise
Heightmap terrain
Future Work
heightmap
Procedurell stadsgenerering
Perlin
Heightmap terräng
hightmap
Computer Sciences
Datavetenskap (datalogi)
spellingShingle Procedural city generation
Perlin noise
Heightmap terrain
Future Work
heightmap
Procedurell stadsgenerering
Perlin
Heightmap terräng
hightmap
Computer Sciences
Datavetenskap (datalogi)
Brodd, Adam
Eriksson, Andreas
User perception on procedurally generated cities affected with a heightmapped terrain parameter
description Context: Procedural content generation shortened PCG is a way of letting the computer algorithmically generate data, with little input from programmers. Procedural content generation is a useful tool for developers to create game worlds, content and much more, which can be tedious and time-consuming to do by hand.Objectives: The procedural generation of both a city and height-mapped terrain parameter using Perlin noise and the terrain parameters effect on the city is explored in this thesis. The objective is to find out if a procedurally generated city with a heightmap parameter using Perlin noise is viable for use in games. Methods: An implementation generating both a height-mapped terrain parameter and city using Perlin noise has been created, along with that a user survey to test the generated city and terrain parameters viability in games. Results: This work successfully implemented an application that can generate cities affected with a heightmapped terrain parameter that is viable for use in games. Conclusions: This work concludes that it is possible to generate cities affected with a height-mapped terrain parameter by utilizing the noise algorithm Perlin noise. The generated cities and terrains are both viable and believable for use in games.
author Brodd, Adam
Eriksson, Andreas
author_facet Brodd, Adam
Eriksson, Andreas
author_sort Brodd, Adam
title User perception on procedurally generated cities affected with a heightmapped terrain parameter
title_short User perception on procedurally generated cities affected with a heightmapped terrain parameter
title_full User perception on procedurally generated cities affected with a heightmapped terrain parameter
title_fullStr User perception on procedurally generated cities affected with a heightmapped terrain parameter
title_full_unstemmed User perception on procedurally generated cities affected with a heightmapped terrain parameter
title_sort user perception on procedurally generated cities affected with a heightmapped terrain parameter
publisher Blekinge Tekniska Högskola, Institutionen för datavetenskap
publishDate 2019
url http://urn.kb.se/resolve?urn=urn:nbn:se:bth-18491
work_keys_str_mv AT broddadam userperceptiononprocedurallygeneratedcitiesaffectedwithaheightmappedterrainparameter
AT erikssonandreas userperceptiononprocedurallygeneratedcitiesaffectedwithaheightmappedterrainparameter
AT broddadam enanvandaresuppfattningpaprocedurelltgenereradestadersomarpaverkadeavenheightmappedterrangparameter
AT erikssonandreas enanvandaresuppfattningpaprocedurelltgenereradestadersomarpaverkadeavenheightmappedterrangparameter
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