Kolmiulotteisen maaston generointi peleissä

Monet tietokonepelit toteuttavat kolmiulotteisen maaston käyttäen korkeuskarttoja. Korkeuskartan luominen käsin on kuitenkin työlästä. Pelinkehityksen helpottamiseksi korkeuskarttoja voidaan generoida osittain tai täysin proseduraalisesti. Tässä tutkielmassa käsitellään erilaisia korkeuskartan gener...

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Main Author: Paananen, Ilari
Other Authors: Informaatioteknologian tiedekunta, Faculty of Information Technology, Informaatioteknologia, Information Technology, University of Jyväskylä, Jyväskylän yliopisto
Format: Bachelor's thesis
Language:fin
Published: 2015
Subjects:
Online Access: https://jyx.jyu.fi/handle/123456789/46308
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author Paananen, Ilari
author2 Informaatioteknologian tiedekunta Faculty of Information Technology Informaatioteknologia Information Technology University of Jyväskylä Jyväskylän yliopisto
author_facet Paananen, Ilari Informaatioteknologian tiedekunta Faculty of Information Technology Informaatioteknologia Information Technology University of Jyväskylä Jyväskylän yliopisto Paananen, Ilari Informaatioteknologian tiedekunta Faculty of Information Technology Informaatioteknologia Information Technology University of Jyväskylä Jyväskylän yliopisto
author_sort Paananen, Ilari
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description Monet tietokonepelit toteuttavat kolmiulotteisen maaston käyttäen korkeuskarttoja. Korkeuskartan luominen käsin on kuitenkin työlästä. Pelinkehityksen helpottamiseksi korkeuskarttoja voidaan generoida osittain tai täysin proseduraalisesti. Tässä tutkielmassa käsitellään erilaisia korkeuskartan generointimenetelmiä. Tutkielmassa kuvaillaan myös erilaisia eroosio-algoritmeja, joilla generoiduista maastoista saadaan realistisempia. Lopuksi pohditaan, kuinka esitettyjä menetelmiä voidaan hyödyntää peleissä. Many computer games implement three-dimensional terrain using heightmaps, but creating a heightmap by hand is tedious. To make game development easier heightmaps can be generated partially or completely with procedural methods. In this paper different kinds of heightmap generation methods are discussed. The paper also describes various erosion algorithms that add realism to the generated terrains. Finally, it is considered how the introduced methods can be utilized in games.
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spellingShingle Paananen, Ilari Kolmiulotteisen maaston generointi peleissä maasto generointi proseduraalinen eroosio pelit Tietotekniikka Mathematical Information Technology
title Kolmiulotteisen maaston generointi peleissä
title_full Kolmiulotteisen maaston generointi peleissä
title_fullStr Kolmiulotteisen maaston generointi peleissä Kolmiulotteisen maaston generointi peleissä
title_full_unstemmed Kolmiulotteisen maaston generointi peleissä Kolmiulotteisen maaston generointi peleissä
title_short Kolmiulotteisen maaston generointi peleissä
title_sort kolmiulotteisen maaston generointi peleissä
title_txtP Kolmiulotteisen maaston generointi peleissä
topic maasto generointi proseduraalinen eroosio pelit Tietotekniikka Mathematical Information Technology
topic_facet Mathematical Information Technology Tietotekniikka eroosio generointi maasto pelit proseduraalinen
url https://jyx.jyu.fi/handle/123456789/46308 http://www.urn.fi/URN:NBN:fi:jyu-201506132316
work_keys_str_mv AT paananenilari kolmiulotteisenmaastongenerointipeleissä