Generování staveb a jiných struktur ve světě Other Kosmos

Abstract

This bachelor’s thesis deals with extending the Other Kosmos voxel game with a system for pro- cedural generation of buildings and villages. The thesis analyses the current state of the project and proposes a method for generating structures with an emphasis on reusability. The proposed solution uses a template system for defining building shapes, a deterministic registry for preventing overlaps, and a multi-layer generator system that separates the generation of individual structures from the generation of entire villages. The thesis also describes a road-network algorithm for placing buildings within a village, the implementation of Bresenham paths on terrain surfaces, and a set of unit tests. The result is a working system that generates 17 different types of buildings and villages in a biome-dependent context.

Description

Delayed publication

Available after

Subject(s)

procedural generation, voxel world, Java, libGDX, buildings, villages, Other Kosmos

Citation