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Processuell generering av oändliga spelvärldar: Praktiska problem och optimering
Södertörn University, School of Natural Sciences, Technology and Environmental Studies.
Södertörn University, School of Natural Sciences, Technology and Environmental Studies.
2013 (Swedish)Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
Abstract [sv]

Enligt oss så är det största problemet med att processuellt generera en pseudo-oändlig spelvärld i realtid är att få genereringen att ske så sömlöst som möjligt samtidigt som världen upplevs som konsekvent. För att finna lösningar på detta problem så analyserar vi andra studier och spel som utnyttjar processuell generering. Vi använder sedan de metoder och tekniker vi funnit för skapandet av en egen applikation för att få en djupare förståelse för hur dessa fungerar i praktiken och hur mycket varje metod påverkar prestandan. I vår slutsats beskriver vi de problem vi fann, deras orsak och ger förslag på lösningar. På grund av studiens tekniska karaktär så riktar den sig främst till programmerare. Vi hoppas att med denna studie kunna komplettera andra studier inom detta, enligt oss, relativt outforskade område.

Abstract [en]

According to us, the biggest problem with procedurally generating a pseudo-infinite game world in real-time is to have it generate as seamlessly as possible and keeping the world consistent at the same time. In order to come up with solutions to this problem we analyzed other studies and games which utilize procedural generation. We then used the methods we found in order to create our own application to further understand how they work in practice and how much each method affexts the performance of said application. In our conclusion we describe the problems that arose as well as explain what caused them, as well as present possible solutions to them. Due to the technical nature of this study it is mainly aimed at programmers. We hope that this study can complement other studies within what we think is a relatively unexplored subject.

Place, publisher, year, edition, pages
2013. , p. 23
Keywords [en]
Cellular Automata, Procedural Generation, Games, Programming, Noise
Keywords [sv]
Cellulär Automat, Processuell Generering, Spel, Programmering, Brus
National Category
Other Engineering and Technologies
Identifiers
URN: urn:nbn:se:sh:diva-22949OAI: oai:DiVA.org:sh-22949DiVA, id: diva2:709414
Subject / course
Media Technology
Uppsok
Technology
Supervisors
Available from: 2014-04-02 Created: 2014-04-01 Last updated: 2025-02-18Bibliographically approved

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fulltext(1184 kB)424 downloads
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Type fulltextMimetype application/pdf

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CiteExportLink to record
Permanent link

Direct link
Cite
Citation style
  • apa
  • ieee
  • modern-language-association-8th-edition
  • vancouver
  • harvard-anglia-ruskin-university
  • apa-old-doi-prefix.csl
  • sodertorns-hogskola-harvard.csl
  • sodertorns-hogskola-oxford.csl
  • Other style
More styles
Language
  • de-DE
  • en-GB
  • en-US
  • fi-FI
  • nn-NO
  • nn-NB
  • sv-SE
  • Other locale
More languages
Output format
  • html
  • text
  • asciidoc
  • rtf