Procedurally generated animated textures
This report highlights the various steps taken in creating an engine to implement procedurally generated textures for one of the game projects developed by Red Hare Studios. The initial artistic concept was created using Particle Illusion by a special effects artist, the end product was then used as...
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Format: | Final Year Project (FYP) |
Language: | English |
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2010
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Online Access: | http://hdl.handle.net/10356/39881 |
_version_ | 1826126905632358400 |
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author | Lin, Yuan Qin. |
author2 | Zhou Suiping |
author_facet | Zhou Suiping Lin, Yuan Qin. |
author_sort | Lin, Yuan Qin. |
collection | NTU |
description | This report highlights the various steps taken in creating an engine to implement procedurally generated textures for one of the game projects developed by Red Hare Studios. The initial artistic concept was created using Particle Illusion by a special effects artist, the end product was then used as a guide. The engine would make use of identical raw art assets made used by Particle Illusion to generate a new and different texture each time. The various settings and attributes used to generate the texture would be stored in a lua file allowing the artist to easily tweak and make changes to the effect without the need to recompile the program. |
first_indexed | 2024-10-01T07:00:03Z |
format | Final Year Project (FYP) |
id | ntu-10356/39881 |
institution | Nanyang Technological University |
language | English |
last_indexed | 2024-10-01T07:00:03Z |
publishDate | 2010 |
record_format | dspace |
spelling | ntu-10356/398812023-03-03T20:45:18Z Procedurally generated animated textures Lin, Yuan Qin. Zhou Suiping School of Computer Engineering Red Hare Studios Parallel and Distributed Computing Centre DRNTU::Engineering::Computer science and engineering::Computing methodologies::Computer graphics This report highlights the various steps taken in creating an engine to implement procedurally generated textures for one of the game projects developed by Red Hare Studios. The initial artistic concept was created using Particle Illusion by a special effects artist, the end product was then used as a guide. The engine would make use of identical raw art assets made used by Particle Illusion to generate a new and different texture each time. The various settings and attributes used to generate the texture would be stored in a lua file allowing the artist to easily tweak and make changes to the effect without the need to recompile the program. Bachelor of Engineering (Computer Science) 2010-06-07T08:11:52Z 2010-06-07T08:11:52Z 2010 2010 Final Year Project (FYP) http://hdl.handle.net/10356/39881 en Nanyang Technological University 51 p. application/pdf |
spellingShingle | DRNTU::Engineering::Computer science and engineering::Computing methodologies::Computer graphics Lin, Yuan Qin. Procedurally generated animated textures |
title | Procedurally generated animated textures |
title_full | Procedurally generated animated textures |
title_fullStr | Procedurally generated animated textures |
title_full_unstemmed | Procedurally generated animated textures |
title_short | Procedurally generated animated textures |
title_sort | procedurally generated animated textures |
topic | DRNTU::Engineering::Computer science and engineering::Computing methodologies::Computer graphics |
url | http://hdl.handle.net/10356/39881 |
work_keys_str_mv | AT linyuanqin procedurallygeneratedanimatedtextures |