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| Main Author: | |
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| Format: | Preprint |
| Published: |
2025
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| Subjects: | |
| Online Access: | https://arxiv.org/abs/2505.09350 |
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| _version_ | 1866916737035796480 |
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| author | Tivolt, Richard |
| author_facet | Tivolt, Richard |
| contents | In computer games, traditional procedural terrain generation relies on a grid of vertices, with each point representing terrain elevation. For each square in the grid, two triangles are created by connecting fixed vertex indices, resulting in a continuous 3D surface. While this method is efficient for modelling smooth terrain, the grid-like structure lacks the distinct, chaotic appearance of low-poly objects and is not suitable to be used for our purposes. The technique presented in this paper aims to solve the following problem: Generate random, low-poly looking terraced terrain with different biomes and add vegetation to create an interesting environment. |
| format | Preprint |
| id |
arxiv_https___arxiv_org_abs_2505_09350 |
| institution | arXiv |
| publishDate | 2025 |
| record_format | arxiv |
| spellingShingle | Procedural Low-Poly Terrain Generation with Terracing for Computer Games Tivolt, Richard Graphics In computer games, traditional procedural terrain generation relies on a grid of vertices, with each point representing terrain elevation. For each square in the grid, two triangles are created by connecting fixed vertex indices, resulting in a continuous 3D surface. While this method is efficient for modelling smooth terrain, the grid-like structure lacks the distinct, chaotic appearance of low-poly objects and is not suitable to be used for our purposes. The technique presented in this paper aims to solve the following problem: Generate random, low-poly looking terraced terrain with different biomes and add vegetation to create an interesting environment. |
| title | Procedural Low-Poly Terrain Generation with Terracing for Computer Games |
| topic | Graphics |
| url | https://arxiv.org/abs/2505.09350 |