Abstract

The article discusses the goals of introducing procedural generation into the gaming industry. The task is to generate a map of infinite dimensions with the possibility of generation as the player moves. A method for generating a landscape based on the mathematical method of bicubic interpolation is proposed. The user has the ability to control input parameters that affect the overall appearance of the result, but the map itself is based on independent values, which allows you to get interesting reliefs. This generation method is compared with the well-known Perlin noise method. The results of the study are presented and the future steps to improve this method of procedural generation are analyzed.

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