Generování map a struktur pro projekt Jiný Kosmos

Abstract

The goal of the thesis is to enrich the simulation environment Jiný Kosmos with a procedural generation of the world, mainly generation of 3D landscapes (mountains, rivers, lakes, beaches, etc.). Next, to implement the generation of biotopes that determine the climatic conditions of the given area, which subsequently affect the type and the surface of the landscape. Everything is closely linked to the generators of trees, buildings and rivers. The user can modify the conditions of the generation by himself and thus modify the Kosmos as he wants. The application is implemented in Java and LibGDX framework, which is used to support 3D rendering and physics, allowing the player to move and navigate around the world freely. In the first part, I describe the landscape generation algorithms and consequently their implementation. Furthermore, I cover the descriptions of the technologies used and the implementation of them.

Description

Subject(s)

Java, LibGDX, procedural generation, Simplex noise, Voxel, Minecraft, simulation environment, Voronoi diagram, biomes, tree generation, river generation, building generation, 3D render, Bullet, Gradle

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