What is a procedural terrain?

What is a procedural terrain?

Procedural terrains have traditionally been limited to height fields that are generated by the CPU and rendered by the GPU. Plus, the simple height fields that the CPU can process do not offer interesting terrain features (such as caves or overhangs).

How does Minecraft terrain generation work?

Minecraft terrain, like most 3D terrain in video games, is entirely based on noise. When you begin the game, a random 64 bit number called a Seed is generated (or chosen by the player), and this seed is used to generated the world. Minecraft worlds don’t generate all at once, but rather one chunk at a time.

How does seed generation work?

Minecraft world seeds are generated by entering a string of characters (including negative or positive integers) into the “World seed” box within the Minecraft menu. As few as one character can be used, and each number will generate a unique world. Text strings are converted by the game into numbers.

How does procedural terrain generation work in VR?

In most computer games and VR environments us- ing large-scale outdoor terrain, persons or vehicles move around on the terrain, and various struc- tures are placed on the terrain. Movement and structure placing is often restricted to low incli- nations, which means that a low average value of a height map’s corresponding slope map is de- sirable.

How is terrain generation used in computer games?

The main goal of this paper is to provide an overview of a variety of methods for synthesis of eroded terrain for use in computer games, VR worlds and the like. Traditionally, such software uses either predefined terrains or runtime gen- erated data based on simple fractal noise tech- niques.

What are some examples of procedural generation in video games?

Procedural generation is usually used to create content for video games or animated movies, such as landscapes, 3D objects, character designs, animations, or non-player character dialogue. One famous example of this is the planets generated in “ No Man’s Sky .”

How are height maps generated in procedural generation?

To generate our own height maps, we used a Generative Adversarial Network (GAN). GANs consist of a generator network, which generates fake images, and a discriminator network, which discriminates between real images and fake images. This generator-discriminator pair has been compared to a counterfeiter and the police.