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3D graphics eBook - Course Materials Repository

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Procedural generation 118<br />

• Softimage - a <strong>3D</strong> computer <strong>graphics</strong> application that allows node-based procedural creation and deformation of<br />

geometry.<br />

• SpeedTree – a middleware product for procedurally generating trees.<br />

• Terragen – landscape generation software. Terragen 2 permits procedural generation of an entire world.<br />

• Ürban PAD [6] – a software for creating and generating procedural urban landscape in games.<br />

• World Machine [7] - a powerful node-based procedurally generated terrain software with a plugin system to write<br />

new, complex nodes. Exports to Terragen, among other formats, for rendering, as well as having internal texture<br />

generation tools. See [8]<br />

Space simulations with procedural worlds and universes<br />

• Elite (1984) - Everything about the universe, planet positions, names, politics and general descriptions, is<br />

generated procedurally; Ian Bell has released the algorithms in C as text elite [9]<br />

• StarFlight (1986)<br />

• Exile (1988) - Game levels were created in a pseudorandom fashion, as areas important to gameplay were<br />

generated.<br />

• Frontier: Elite II (1993) - Much as the game Elite had a procedural universe, so did its sequel.<br />

• Frontier: First Encounters (1995)<br />

• Mankind (1998) - a MMORTS where everything about the galaxy, systems names, planets, maps and resources is<br />

generated procedurally from a simple tga image.<br />

• Noctis (2002)<br />

• Infinity: The Quest for Earth (In development, not yet released)<br />

• Vega Strike - An open source game very similar to Elite.<br />

Games with procedural levels<br />

Arcade games<br />

• The Sentinel (1986) - Used procedural generation to create 10,000 unique levels.<br />

• Darwinia (2005) - Has procedural landscapes that allowed for greatly reduced game development time.<br />

Racing games<br />

• Fuel (2009) - Generates an open world through procedural techniques [10]<br />

Role-playing games<br />

• Captive (1990) generates (theoretically up to 65,535) game levels procedurally [11]<br />

• Virtual Hydlide (1995)<br />

• The Elder Scrolls II: Daggerfall (1996)<br />

• Diablo (1998) and Diablo II (2000) both use procedural generation for level design.<br />

• Torchlight, a Diablo clone differing mostly by art style and feel.<br />

• Dwarf Fortress procedurally generates a large game world, including civilization structures, a large world history,<br />

interactive geography including erosion and magma flows, ecosystems which react with each other and the game<br />

world. The process of initially generating the world can take up to half an hour even on a modern PC, and is then<br />

stored in text files reaching over 100MB to be reloaded whenever the game is played.<br />

• Dark Cloud and Dark Cloud 2 both generate game levels procedurally.<br />

• Hellgate: London (2007)<br />

• The Disgaea series of games use procedural level generation for the "Item World".<br />

• Realm of the Mad God<br />

• Nearly all roguelikes use this technique.<br />

Strategy games

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