Baa! A procedural game based on real-time flocking behaviour
Typ
Examensarbete på kandidatnivå
Program
Publicerad
2019
Författare
GRÖNQVIST, OSKAR
MAGNUSSON, ERIK
NABOULSI, IBRAHIM
NORMAN, LUCAS
SJÖBLOM, MATILDA
SUNDQVIST, MY
Modellbyggare
Tidskriftstitel
ISSN
Volymtitel
Utgivare
Sammanfattning
Simulating the natural movement of large groups of flocking animals has been a
growing field of research within computer science since the 1980’s, largely because
of its potential in performance optimisation. The purpose of this bachelor’s thesis
is to combine this existing research in flocking behaviour with gameplay design
and optimisation to create a procedural game with flocking as its main feature. To
accomplish 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 present
without a significant performance loss. The actual number of sheep used in the
game, however, is significantly lower to make the game more playable.
Beskrivning
Ämne/nyckelord
flocking behaviour , ai , video-game , unreal engine , sheep