Baa! A procedural game based on real-time flocking behaviour

Detta är en Kandidat-uppsats från Göteborgs universitet/Institutionen för data- och informationsteknik

Sammanfattning: Simulating the natural movement of large groups of flocking animals has been agrowing field of research within computer science since the 1980’s, largely becauseof its potential in performance optimisation. The purpose of this bachelor’s thesisis to combine this existing research in flocking behaviour with gameplay designand optimisation to create a procedural game with flocking as its main feature. Toaccomplish this, Unreal Engine 4 and C++ has been used as a working environment.The result is an optimised game where roughly 700 sheep in a flock can be presentwithout a significant performance loss. The actual number of sheep used in thegame, however, is significantly lower to make the game more playable.

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