Declarative Terrain Modeling for Military Training Games
Author(s) -
R.M. Smelik,
Tim Tutenel,
Klaas Jan de Kraker,
Rafael Bidarra
Publication year - 2010
Publication title -
international journal of computer games technology
Language(s) - English
Resource type - Journals
SCImago Journal Rank - 0.248
H-Index - 19
eISSN - 1687-7055
pISSN - 1687-7047
DOI - 10.1155/2010/360458
Subject(s) - terrain , sketch , computer science , variety (cybernetics) , training (meteorology) , face (sociological concept) , terrain rendering , human–computer interaction , raised relief map , artificial intelligence , simulation , visualization , ecology , social science , physics , algorithm , sociology , meteorology , biology
Military training instructors increasingly often employ computer games to train soldiers in all sorts of skills and tactics. One of the difficulties instructors face when using games as a training tool is the creation of suitable content, including scenarios, entities, and corresponding terrain models. Terrain plays a key role in many military training games, as for example, in our case game Tactical Air Defense. However, current manual terrain editors are both too complex and too time-consuming to be useful for instructors; automatic terrain generation methods show a lot of potential, but still lack user control and intuitive editing capabilities. We present a novel way for instructors to model terrain for their training games: instead of constructing a terrain model using complex modeling tools, instructors can declare the required properties of their terrain using an advanced sketching interface. Our framework integrates terrain generation methods and manages dependencies between terrain features in order to automatically create a complete 3D terrain model that matches the sketch. With our framework, instructors can easily design a large variety of terrain models that meet their training requirements
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