3rd Year Procedural Generation
This is the project I had to create for one of my 3rd year modules. The application was made using DirectX11 and using RasterTek as a framework.
The application can generate varying types of terrain using different techniques be it applying different types of noise, faulting terrain, or particle deposition to carve out terrain. Once the terrain is generated it can also be stylized to shape the terrain more aesthetically. The terrain can have biomes applied to it to change the colour and look of terrain at certain points and can use several of the techniques for the terrain to create rivers as well.
If you wish to read more into the techniques used, how they were implemented or how I would take things further feel free to read the report below.
The application can generate varying types of terrain using different techniques be it applying different types of noise, faulting terrain, or particle deposition to carve out terrain. Once the terrain is generated it can also be stylized to shape the terrain more aesthetically. The terrain can have biomes applied to it to change the colour and look of terrain at certain points and can use several of the techniques for the terrain to create rivers as well.
If you wish to read more into the techniques used, how they were implemented or how I would take things further feel free to read the report below.
procedural_report.pdf |