Procedural Infinite Terrain Generation

Name
Andreas Sepp
Abstract
This Bachelor’s thesis describes several noise algorithms such as value noise, Perlin noise and simplex noise and their practical applications in generation of pseudo-infinite terrains. The described generation algorithm generates diverse landscape by dividing the world between different biomes and then shapes the terrain and determines the ground material and flora depending on the biome. The algorithm is available as an application written in C# using the Unity game engine.
Graduation Thesis language
Estonian
Graduation Thesis type
Bachelor - Computer Science
Supervisor(s)
Ahti Peder, Raimond-Hendrik Tunnel
Defence year
2016
 
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