The production of the content necessary for computer games is an expensive and longwinded process. Various ‘procedural content generation’ tools exist to provide a large degree of automation to what would otherwise be a time-consuming manual process.
This study identifies a specific, common problem in content generation: the generation of an ‘island’ environment, and conducts a thorough survey into the techniques and tools available to assist.
The research presented is then used to formulate a flexible data processing model which can be applied to produce a solution to the stated problem. The model discussed is implemented in an interactive software prototype (attached).
Procedural content, 3D, terrain, environment mesh, height map, fractals, fractal subdivision, noise.
© Mathew Carr 2009 email@example.com