Sökning: "procedurell innehållsgenerering"

Visar resultat 1 - 5 av 6 uppsatser innehållade orden procedurell innehållsgenerering.

  1. 1. Mixed-Initiative Tile-Based Designer : Examining Expressive Range And Controllability For 2D Tile-Based Levels

    Master-uppsats, KTH/Skolan för elektroteknik och datavetenskap (EECS)

    Författare :Rafael Dolfe; [2022]
    Nyckelord :Procedural Content Generation; Expressive Range; Controllability; Mixed- Initiative; Declarative Modelling; Level Design; Procedurell innehållsgenerering; Uttrycksomfång; Kontrollerbarhet; Blandinitiativ; Deklarativ Modellering; Nivådesign;

    Sammanfattning : This paper investigates the effectiveness of expressive range and controllability for 2-dimensional tile-based procedural content generation. Procedural content generation (PCG) is the automation of content, often in games, and tile-based PCG is when the generated content is constrained to a grid structure. LÄS MER

  2. 2. Realism of Procedural Lichens on Horizontal Stone Surfaces : Simulation and evaluation of lichens

    Master-uppsats, KTH/Skolan för elektroteknik och datavetenskap (EECS)

    Författare :Anders Steen; [2022]
    Nyckelord :procedural generation; lichen; perceived realism; simulation;

    Sammanfattning : Humans use creativity and manual dexterity to create things, usually in a labor-intensive process. Procedural content generation (PCG) is an approach where computers do most of the manual work of creating virtual objects, while a human leads the creative process. LÄS MER

  3. 3. Supporting Pre-Productionin Game Development : Process Mapping and Principles for a Procedural Prototyping Tool

    Master-uppsats, KTH/Skolan för elektroteknik och datavetenskap (EECS)

    Författare :Paulina Hollstrand; [2020]
    Nyckelord :;

    Sammanfattning : Game development involves both traditional software activities combined with creative work. As a result, game design practices are characterized by an extensive process of iterative development and evaluation, where prototyping is a major component to test and evaluate the player experience. LÄS MER

  4. 4. Supporting Pre-Production in Game Development : Process Mapping and Principles for a Procedural Prototyping Tool

    Master-uppsats, KTH/Skolan för elektroteknik och datavetenskap (EECS)

    Författare :Paulina Hollstrand; [2020]
    Nyckelord :Game Design; Prototyping; Procedural Content Generation; Pre-Production; Game World Development;

    Sammanfattning : Game development involves both traditional software activities combined with creative work. As a result, game design practices are characterized by an extensive process of iterative development and evaluation, where prototyping is a major component to test and evaluate the player experience. LÄS MER

  5. 5. Dynamic Difficulty Adjustment & Procedural Content Generation in an Endless Runner

    Uppsats för yrkesexamina på avancerad nivå, Luleå tekniska universitet/Institutionen för system- och rymdteknik

    Författare :Simon Vidman; [2018]
    Nyckelord :DDA; Dynamic Difficulty Adjustment; PCG; Procedural Content Generation; Endless runner;

    Sammanfattning : Games are irritating when they are too hard, and boring when they are too easy. Level Eight is a game development company which is, during this project, developing an endless runner. LÄS MER