Tjaž Hrovat (2013) Interactive simulation and deformation of terrain in computer games. EngD thesis.
Abstract
Most of today's 3D games are based on static virtual environment, which does not allow player to make arbitrary changes on terrain. Therefore, the environment in which the player has more freedom to interact with the terrain are becoming increasingly more desirable in 3D games. Dynamic environment allows the player to be more creative, with practically unlimited possibilities and gives a richer gameplay experience. In the first part of the thesis we briefly describe the history of terrain development in computer games and present some basic techniques for simulating terrain (presentation, creation and modification) and look into basic hardware and software requirements. The main objective of the project is to make a program for dynamic simulation of terrain deformation (displacement) based on hightmap image. Dynamic lighting, multiple texture splat (combination of detail and diffuse textures) and dynamic terrain deformation are implemented on the GPU using shader programs. In the conclusions we give the pros and cons of such terrain simulation, possible solutions for problems of this type of simulation and suggestions for further development.
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