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

Disciplines

Computer Sciences

Publication Date

2023

Degree Granted

Bachelor of Arts

Document Type

Senior Independent Study Thesis

Share

COinS
 

© Copyright 2023 Keeton P. Purvis