Deformable Terrain Generation for Real-time Strategy Game

dc.contributor.authorDavison, Christopheren_US
dc.contributor.authorTang, Wenen_US
dc.date.accessioned2015-11-11T18:52:49Z
dc.date.available2015-11-11T18:52:49Z
dc.date.issued2001en_US
dc.description.abstractIn 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.seriesinformationEurographics 2001 - Short Presentationsen_US
dc.identifier.issn1017-4656en_US
dc.identifier.urihttps://doi.org/10.2312/egs.20011012en_US
dc.publisherEurographics Associationen_US
dc.titleDeformable Terrain Generation for Real-time Strategy Gameen_US
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