Deformable Terrain Generation for Real-time Strategy Game
dc.contributor.author | Davison, Christopher | en_US |
dc.contributor.author | Tang, Wen | en_US |
dc.date.accessioned | 2015-11-11T18:52:49Z | |
dc.date.available | 2015-11-11T18:52:49Z | |
dc.date.issued | 2001 | en_US |
dc.description.abstract | In this paper, we present a system that has the ability to deform terrain for Real-time Strategy Game with general PC hardware specifications. Various effects could be simulated in real-time such as raising and lowering the ground, creating a large chasm, or levelling the terrain. Effects such as ordering a unit to fire that then destroys part of a mountain could also be replicated. We present our implementations and techniques in using terrain deformation algorithms, Real-time Optimally Adapting Meshes, texture design and terrain generations. An analysis of the speed and memory usage of the system with respect to different PC hardware systems is also presented. | en_US |
dc.description.seriesinformation | Eurographics 2001 - Short Presentations | en_US |
dc.identifier.issn | 1017-4656 | en_US |
dc.identifier.uri | https://doi.org/10.2312/egs.20011012 | en_US |
dc.publisher | Eurographics Association | en_US |
dc.title | Deformable Terrain Generation for Real-time Strategy Game | en_US |