Ground cover and vegetation in level editors: Learning from ecological modelling

Eugene Ch'ng

Research output: Chapter in Book/Conference proceedingConference contributionpeer-review

Abstract

Ground cover and vegetation are important elements in large outdoor gaming environments. These include game scenes such as forest terrains, rural and urban environments. While the graphical representations of plants may look unbelievably real, a crucial factor related to their placements often lacks a natural association with those seen in the physical world. This article explores and pilots a study for simulating vegetation dispersal patterns and object positioning for game scene creation. The simple algorithms simulate growth patterns similar to nature and demonstrate the potentials of application in game level editors.

Original languageEnglish
Title of host publicationProceedings of CGAMES 2009 USA - 14th International Conference on Computer Games
Subtitle of host publicationAI, Animation, Mobile, Interactive Multimedia, Educational and Serious Games
PublisherUniversity of Wolverhampton
Pages100-105
Number of pages6
ISBN (Print)9780954901677
Publication statusPublished - 2009
Externally publishedYes
Event14th International Conference on Computer Games: AI, Animation, Mobile, Interactive Multimedia, Educational and Serious Games, CGAMES 2009 USA - Louisville, KY, United States
Duration: 29 Jul 20092 Aug 2009

Publication series

NameProceedings of CGAMES 2009 USA - 14th International Conference on Computer Games: AI, Animation, Mobile, Interactive Multimedia, Educational and Serious Games

Conference

Conference14th International Conference on Computer Games: AI, Animation, Mobile, Interactive Multimedia, Educational and Serious Games, CGAMES 2009 USA
Country/TerritoryUnited States
CityLouisville, KY
Period29/07/092/08/09

Keywords

  • Ground cover
  • Scene design
  • Vegetation

ASJC Scopus subject areas

  • Artificial Intelligence
  • Human-Computer Interaction
  • Software

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