Sökning: "PCG"

Visar resultat 21 - 25 av 61 uppsatser innehållade ordet PCG.

  1. 21. Level up your audio! : Hur ökad komplexitet påverkar spelupplevelsen

    Kandidat-uppsats, Högskolan i Skövde/Institutionen för informationsteknologi

    Författare :Patrik Högkvist; Tobias Jacobsson; [2021]
    Nyckelord :komplexitet; ljud; musik; PCG; spel;

    Sammanfattning : Detta examensarbete utforskar möjligheterna att påverka spelupplevelsen med hjälp av komplexitet inom ljud och musik. En artefakt i form av ett endless runner spel har skapats där olika metoder för procedurgenererat innehåll (PCG) används för att skapa delar av spelupplevelsen. Artefakten har ökande komplexitet av ljudbilden i fokus. LÄS MER

  2. 22. Multi-Agent Based Settlement Generation In Minecraft

    Kandidat-uppsats, Malmö universitet/Institutionen för datavetenskap och medieteknik (DVMT)

    Författare :Albin Esko; Johan Fritiofsson; [2021]
    Nyckelord :Multi-Agent system; PCG; Minecraft; GDMC;

    Sammanfattning : This thesis explores the uses of a multi-agent system(MAS) for procedural content generation(PCG) in the Generative Design in Minecraft (GDMC) competition. The generatorconstructed is capable of surveying the terrain and determining where to start building a roadnetwork. Extendor and connector agents build the road network used for the settlement. LÄS MER

  3. 23. BIAS - A Unity Asset for Procedurally Generating Cities

    Kandidat-uppsats, Göteborgs universitet/Institutionen för data- och informationsteknik

    Författare :Alma Eriksson; David Hultsten; David Hall; William Johnsson; Ludwig Hultqvist; Ludvig Liljeqvist; [2020-10-30]
    Nyckelord :procedural content generation; PCG; video game development; 3D cities; unity; terrain generation; city generation;

    Sammanfattning : Procedural content generation, or PCG, is a method of algorithmically generating, for instance, video game content with a limited amount of user input. The purpose of this project is to explore how PCG may be used in game development to make the process of creating game assets less time consuming. LÄS MER

  4. 24. Procedural Generation of Modern 3D Cities

    Kandidat-uppsats, Göteborgs universitet/Institutionen för data- och informationsteknik

    Författare :Theodor Angergård; Marcus Ansamaa; Alexander Arvidsson; Jacob Eriksson; Anton Håkansson; Viktor Truvé; [2020-10-29]
    Nyckelord :;

    Sammanfattning : This paper investigates how techniques in Procedural Content Generation (PCG) can be combined with computer graphics theory to generate digital 3D cities suitable for use in media such as games, movies, and advertisements. This research was conducted to discover ways to alleviate the otherwise time-consuming process of manually modeling such cities. LÄS MER

  5. 25. Procedural generation of game bits and its effect on game user experience

    Magister-uppsats, Högskolan i Skövde/Institutionen för hälsovetenskaper

    Författare :Mikael Le Gal [Beneroso]; [2020]
    Nyckelord :Procedural content generation; PCG; Game bits; Game user experience; Roguelike;

    Sammanfattning : Procedural Content Generation means the algorithmic creation of game content with limited or indirect user input. This technique is currently widespread in the game industry. However, its effects when applied to elements that do not engage directly with the player, also known as Game Bits, require more research. LÄS MER