DOI: 10.5176/978-981-08-8227-3_cgat08-3
Authors: Geoffrey Brindle
Abstract:
Terrain is a key component for many computer games, in particular Real Time Strategy, First Person Shooters and Role Playing Games. The popularity of Massive Multiplayer Online Games (MMOG) with large numbers of participants has in the last few years focused attention in particular on the problems of performance and quality when modelling and rendering very large terrains.
This report surveys the major issues that have occupied game programmers, in relation to the problems of terrain generation, over the last ten years and looks at current trends as a prelude to the development of a general purpose reusable terrain function library. A prototype system developed as a final year student project is also described.
