undergraduate thesis
Procedurally generated 3D world in Unity3D

Vedran Brazdil (2016)
Metadata
TitleProceduralno generiranje 3D svijeta u Unity3D
AuthorVedran Brazdil
Mentor(s)Časlav Livada (thesis advisor)
Hrvoje Leventić (thesis advisor)
Abstract
Unity 3D je jednostavan i zanimljiv program za stvaranje igara i sličnog sadržaja. Dok se nasumično proceduralno generiranje svijeta može postići na više načina, način koji je korišten omogućen je uz pomoć par funkcija od kojih je najbitnija funkcija PearlinNoise. Proceduralno generiranje svijeta koristi se zbog uštede memorije, dok nasumično stvaranje svijeta razbija samu monotoniju igre. Svijet se u igri postupno stvara korak po korak prilikom pokretanja igre te igrač kreče igrati nakon što se stvori najviši sloj terena. Postupak kojim se stvara svijet u ovoj igri može se primijeniti i na druge slične igre, naravno, uz male promjene.
KeywordsUnity 3D procedural generation pearlinNoise memory saveing
Parallel title (English)Procedurally generated 3D world in Unity3D
Committee MembersČaslav Livada (committee chairperson)
Hrvoje Glavaš (committee member)
Krešimir Nenadić (committee member)
GranterSveučilište Josipa Jurja Strossmayera u Osijeku
Fakultet elektrotehnike, računarstva i informacijskih tehnologija Osijek
Lower level organizational unitsZavod za programsko inženjerstvo
Katedra za vizualno računarstvo
PlaceOsijek
StateCroatia
Scientific field, discipline, subdisciplineTECHNICAL SCIENCES
Computing
Program Engineering
Study programme typeuniversity
Study levelundergraduate
Study programmeUndergraduate University Study Programme in Computer Engineering
Academic title abbreviationuniv.bacc.ing.comp.
Genreundergraduate thesis
Language Croatian
Defense date2016-09-12
Parallel abstract (English)
Unity 3D is a simple and interesting program for creating games and similar content. While random procedurally generated world can be achieved in several ways, the way that is used was managed with the help of a couple of functions, of which the most important function is PearlinNoise. Procedural generation of world is used to save memory, while the random creation of the world itself breaks the monotony of the game. World in the game is gradually created step by step when starting the game and the player starts to play after the highest layer of the terrain is created. A process that creates the world in this game can be applied to other similar games, of course, with small changes.
Parallel keywords (Croatian)Unity 3D proceduralno generiranje pearlinNoise ušteda memorija
Resource typetext
Access conditionOpen access
Terms of usehttp://rightsstatements.org/vocab/InC/1.0/
URN:NBNhttps://urn.nsk.hr/urn:nbn:hr:200:874427
CommitterAnka Ovničević