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  2. Scenery generator - Wikipedia

    en.wikipedia.org/wiki/Scenery_generator

    A scenery generator is software used to create landscape images, 3D models, and animations. These programs often use procedural generation to generate the landscapes. If not using procedural generation to create the landscapes, then normally a 3D artist would render and create the landscapes. These programs are often used in video games or movies.

  3. Terragen - Wikipedia

    en.wikipedia.org/wiki/Terragen

    Terragen Classic was used to create skyboxes for 3D video games such as Serious Sam. The software was used by Devastudios to create the mountainous scenery in the intro used by Paramount Pictures for its centennial anniversary in 2012, alongside Autodesk Maya , with Mission: Impossible – Ghost Protocol in 2011, which would be carried on for ...

  4. Grome - Wikipedia

    en.wikipedia.org/wiki/Grome

    Novel texture layering system that allows different shading methods, variable resolutions and images per terrain zones. Creation of images based on brushes or procedural generation based on slope, direction, altitude, external shape files and erosion flowmaps. Transforming objects in Grome editor using 3D gizmos,

  5. Best Landscape Scenery Generator For Creating Virtual Worlds

    www.aol.com/news/2016-11-28-best-landscape...

    Terrain Engine - Best Landscape And Scenery Generator For Creating Stunning Virtual Worlds Procedural landscape and terrain generators are also called as the scenery generators. They are basically ...

  6. List of games using procedural generation - Wikipedia

    en.wikipedia.org/wiki/List_of_games_using...

    Customization 3D spherical world map and flat 2D gameplay map, [40] as well as many elements, [41] notably narrative and events. [42] Rogue Legacy: 2011 Cellar Door Games Side-scrolling castle, [43] made up of interconnected rooms. The Sentinel: 1986 Firebird: 3D terrain generation for all 10,000 levels. [citation needed] Sir, You Are Being ...

  7. Procedural generation - Wikipedia

    en.wikipedia.org/wiki/Procedural_generation

    Using procedural generation in games had origins in the tabletop role playing game (RPG) venue. [4] The leading tabletop system, Advanced Dungeons & Dragons, provided ways for the "dungeon master" to generate dungeons and terrain using random die rolls, expanded in later editions with complex branching procedural tables.

  8. Perlin noise - Wikipedia

    en.wikipedia.org/wiki/Perlin_noise

    Two-dimensional slice through 3D Perlin noise at z = 0. Perlin noise is a type of gradient noise developed by Ken Perlin in 1983. It has many uses, including but not limited to: procedurally generating terrain, applying pseudo-random changes to a variable, and assisting in the creation of image textures.

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