Ioannis Markou, "Procedural generation algorithms in games and 3D graphics", Diploma Work, School of Electrical and Computer Engineering, Technical University of Crete, Chania, Greece, 2023
https://doi.org/10.26233/heallink.tuc.97955
In this thesis, a Procedural Environment Generator is created to be used as a tool by developers that want to automatically generate different types of terrains with the appropriate vegetation. Nowadays, video games are becoming more and more complex both in gameplay and development, thus creating the demand for tools to help developers streamline and speed up various parts of the development process. This tool focuses on terrain generation and the population of said terrain with vegetation. Regarding the terrain, features to control its size, altitude difference between highest and lowest points, mountain and hill height and detailing have been implemented. Additionally the map that gets created can be split into different areas. Each area has its own material and zones of vegetation, meaning that large environments with different sub-environments can be generated (e.g going from a jungle environment to a desert or snowy environment). Vegetation zones can be created in each one of the areas, meaning that each sub-environment can have different vegetation withing specific height limits. Furthermore, the user can add their own 3D models and prefabs of both trees and vegetation such as grass, flowers, mushrooms or anything that fits their custom environment. Vegetation zones can be created in each one of the areas, meaning that each sub-environment can have different vegetation withing specific height limits. Furthermore, the user can add their own 3D models and prefabs of both trees and vegetation such as grass, flowers, mushrooms or anything that fits their custom environment.