Nature's Amazing Mazes

Bachelor Thesis (2019)
Author(s)

T.J. van Heems (TU Delft - Electrical Engineering, Mathematics and Computer Science)

A.M.J. van der Knaap (TU Delft - Electrical Engineering, Mathematics and Computer Science)

A.N. Halfweeg (TU Delft - Electrical Engineering, Mathematics and Computer Science)

D.Q. van Leeuwen (TU Delft - Electrical Engineering, Mathematics and Computer Science)

R. Veerhuis (TU Delft - Electrical Engineering, Mathematics and Computer Science)

Contributor(s)

Rafael Bidarra – Mentor (TU Delft - Computer Graphics and Visualisation)

J Van De Koppel – Graduation committee member (NIOZ Royal Netherlands Institute for Sea Research)

Faculty
Electrical Engineering, Mathematics and Computer Science
Copyright
© 2019 Tycho van Heems, Arnout van der Knaap, Alexander Halfweeg, Dexter van Leeuwen, Reginald Veerhuis
More Info
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Publication Year
2019
Language
English
Copyright
© 2019 Tycho van Heems, Arnout van der Knaap, Alexander Halfweeg, Dexter van Leeuwen, Reginald Veerhuis
Graduation Date
04-07-2019
Awarding Institution
Delft University of Technology
Faculty
Electrical Engineering, Mathematics and Computer Science
Reuse Rights

Other than for strictly personal use, it is not permitted to download, forward or distribute the text or part of it, without the consent of the author(s) and/or copyright holder(s), unless the work is under an open content license such as Creative Commons.

Abstract

In the field of ecology there exist models that accurately represent the real world.
The client, Dr. Van de Koppel, asked the team to make a game that incorporates
these ecological models in the gameplay, to create a more alluring interactive
experience with these models. Thus the goal of this project was to make the
game appealing while at the same time stimulating the attention towards ecology
for children and young adults between the age of 12 and 25. After thorough
research, it was decided that the maze like feel of the game would be made by
randomly generating terrain. This terrain would be generated using the ecological
model. The model used for the game is the model of semi-arid bushlands.
These bushlands consist of bushes with predictable and easily calculable algorithms
making it possible to calculate new versions of the model in real time.
In the Unreal Engine, the game was implemented using the ecological model for
generating terrain, AI for controlling enemies, and static levels to make the game
more interesting.

Files

NaturalMazesBEPReport.pdf
(pdf | 4.05 Mb)
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