Abstract
Procedural generation is a popular way of algorithmically generating content such as worlds, textures, and sounds. This method allows the developers to save time and computer storage as content no longer requires manual creation or storage. It also enhances replay-ability in games by incorporating an aspect of randomization to content creation. This work investigates good game design and two common methods used to procedurally generate a world: Perlin Noise and Marching Cubes. Perlin Noise is an algorithm to generate data which appears natural. Marching Cubes is a method of terrain data storage so that the game can efficiently render the terrain. The Unity game engine can be used to demonstrate how these two methods are able to help each other create a procedurally generated world.
Advisor
Guarnera, Heather
Department
Computer Science
Recommended Citation
Purvis, Keeton P., "Cubulus: Procedural World Generation Using Marching Cubes" (2023). Senior Independent Study Theses. Paper 10706.
https://openworks.wooster.edu/independentstudy/10706
Disciplines
Computer Sciences
Publication Date
2023
Degree Granted
Bachelor of Arts
Document Type
Senior Independent Study Thesis
© Copyright 2023 Keeton P. Purvis