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Cody Dowell
Software Development
Procedural Generation of an Aged World Using Perlin Noise
My thesis artifact ’ s goal was to use procedural content generation techniques in as many ways as possible to create a voxel landscape that blends various biomes together , includes various landscape features , and supports the aging of the world via events that alter the landscape .
I chose to work towards this goal because so many of the games I played growing up involved large open worlds that the player could explore for hours , and I wanted to try and recreate the feeling of freedom that those games gave me . In addition , the idea of getting to put my own spin on procedural generation , a topic that has been visited by so many others , appealed to me greatly .
In total , the time I spent on the project is estimated to be about 325 hours between Summer 2021 and Spring 2022 .
The project was beneficial to me because I got to learn an array of techniques that can be used for various applications beyond procedurally generating a world . I also learned valuable lessons for optimizing my programs .
This project could be useful to the video game industry because there are many games that require large worlds , and they could perhaps glean some techniques to use in their world generation algorithms from those I created .
78 SOFTWARE DEVELOPMENT