Project Summary
Believable terrain generation is integral to almost all procedurally generated video games. Many of these games require this terrain to be modifiable and traversable in real time. One solution for terrain creation is the Marching Cubes algorithm. Marching Cubes is a surface construction algorithm first published in 1987, though it was under patent protection until 2005. When combined with a way to initially generate terrain data, it produces believable voxel approximations of surfaces. This terrain then needs to be traversable, and a simple way to do so is with a grid-based search space and a search algorithm, in this case A*.
NOTE: The video shows this, but the demo supports dynamic path recalculation if the user destroys the environment
To Be Added To...