Arvutiteaduse instituut
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  • English
  • Kursused
  • 2020/21 sügis
  • Arvutimängude loomine ja disain (MTAT.03.263)

Arvutimängude loomine ja disain 2020/21 sügis

  • Main
  • Lectures
    • Homework 1
    • Homework 2
    • Homework 3
  • Labs
    • Lab1 Introduction to Unity
    • Lab2 Space Game part 1
    • Lab3 Space Game part 2
    • Lab4 Unity Components
    • Lab5 Project Setup
    • Lab6 Tower Defence
    • Lab7 Tower Defence GUI & Buildings
    • Lab8 Tower Defence Content
    • Lab9 Blender Tree
    • Lab10 Sounds
    • Lab11 Animations
    • Lab12 Level Design
    • Lab13 Editor Extensions
    • Lab14 Lighting
    • Lab15 Procedural Generation
  • Projects
    • Design Document
    • Peer Review
  • Discord
  • Points
  • Links

Lab 15 - Procedural Generation

Max Score: 1 point (you only have to submit an image)

The goal of this lab is to create a shader that combines multiple layers of noise to generate heightmap for a terrain. Here are some examples of how your terrain might look like:

Download base files: Attach:ProceduralBaseFile.zip

Task:

  • Create a new Unity 3D project, add base files.
  • Create materials for Terrain and MapData shaders.
  • Add a cube object to the scene with the terrain material and terrain script.
  • Add another camera to the scene, rename it "Render Camera".
  • Adjust your Render Camera: projection = orthographic, size = 0.5, ClippingPlanes = (5, 10), ViewportRect = (0, 0, 1, 1).
  • Add MapRenderer script to the Render Camera.
  • Remove Render Camera Audio Listener, GUI Layer, and Flare Layer components.
  • Add a quad to your scene such that it fills the Render Camera.
  • Parent the quad under the Render Camera.
  • Set camera culling masks such that the render camera sees only quad and the main camera sees everything else except the quad.
  • Add your map data material to the quad.
  • Increase CountX and CountY values in the Terrain script.
  • Make sure your game generates bumpy terrain once you hit "run" button.
  • Edit your Terrain shader, adding different color values according to the heights.
  • Edit your MapData shader turning it into Billow or Ridged noise as shown in the Lecture.

Bonus (up to 1 point): create a more interesting landscape (you can experiment with other mathematical functions as well). You can also add animations and submit a gif instead.

Submission

Submit a picture of your generated terrain.

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