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Tytuł artykułu

Feature-based procedural generation of adjustable game content

Treść / Zawartość
Identyfikatory
Warianty tytułu
Języki publikacji
EN
Abstrakty
EN
This paper describes a method, for procedural content generation, allowing alteration of object during generation process, as well as further modifications of object after it was created. Most of existing algorithms either require adjustment of unintuitive data and parameters, or don’t allow for further alteration of created object. Such outcomes are unsatisfactory for most of game designers. We offer our solution for this problem and identify some possible future directions of our research.
Rocznik
Strony
21--26
Opis fizyczny
Bibliogr. 21 poz., rys., alg.
Twórcy
autor
  • Warsaw University of Technology, Institute of Computer Science, Nowowiejska 15/19, 00-665, Warsaw, Poland
autor
  • Warsaw University of Technology, Institute of Computer Science, Nowowiejska 15/19, 00-665, Warsaw, Poland
Bibliografia
  • [1] Hendrikx M., Mejer S., Velden van der J., Iosup A.: Procedural content generation for games: a survey. ACM Trans. Multimedia Comput. Commun. Appl., Volume 9 Issue 1(2013)
  • [2] Smelik R. M., Tutenel T., Bidarra R., Benes B.: A survey on procedural modelling for virtual worlds. Computer Graphics Fo rum(2014)
  • [3] Smelik R. M., Galka K., Kraker de K. J., Kujiper F., Bidarra R.: Semantic constraints for procedural generation of virtual worlds. Proceedings of the 2nd International Workshop on Procedural Content Generation in Games(2011)
  • [4] Smelik R. M., Tutenel T., Kraker de K. J., Bidarra R.: A declarative approach to procedural modelling of virtual worlds. Computers and Graphics, Volume 35, Issue 2, 352--363(2010)
  • [5] Smelik R. M., Tutenel T., Kraker de K. J., Bidarra R.: Declarative Terrain modeling for Military Training Games. International Journal of Computer Games Technology(2010)
  • [6] Raman S., Jianmin Z.: Efficient Terrain Triangulation and Modification Algorithms for Game Applications. International Journal of Computer Games Technology(2008)
  • [7] Mourato F., Santos dos M. P., Bidarra R.: Automatic level generation for platform videogames using genetic algorithms. Proceedings of the 8th International Conference on Advances in Computer Entertainment Technology(2011)
  • [8] Ebert D. S., Kenton Musgrave F., Peachey D., Perlin K., Worley S.: Texturing and Modelling: A Procedural Approach, (3rd ed.). Morgan Kaufmann Publishers Inc., San Francisco, CA, USA (2002)
  • [9] Greuter S., Parker J., Stewart N., Leach G.: Real-time procedural generation of 'pseudo infinite' cities. Proceedings of GRAPHITE (2003)
  • [10] Linden van der R., Lopes R., Bidarra R.: Procedural generation of dungeons. Accepted for publication in IEEE Transactions on Computational Intelligence and AI in Games TCIAIG( 2014)
  • [11] Dart I. M., Rossi De G., Togelius J.: SpeedRock: procedural rocks through grammars and evolution 11. Proceedings of the 2nd International Workshop on Procedural Content Generation in Games(2011).
  • [12] Prusinkiewicz P., Lindenmayer A.: The algorithmic beauty of plants. New York, NY, USAL Springer-Verlag, (1990).
  • [13] Yoshiyasu Y., Yamazaki N.: Pose space surface manipulation. International Journal of Computer Games Technology(2012)
  • [14] Marvie J. E., Gautron P., Hirtzlin P., Sourimant G.: Rendertime procedural per-pixel geometry generation. Proceedings of Graphic Interface(2011)
  • [15] Santos P., Toledo de R., Gattas M.: Solid Height-maps Sets: modelling and visualisation. Proceedings of the ACM Symposium on Solid and Physical Modeling,(2008)
  • [16] Tutenel T., Bidarra R., Smelik R. M., Kraker de K. J.: Rule based layout solving and its application to procedural interior generation. Proceedings of the Workshop on 3D Advanced Media in Gaming and Simulation(2009)
  • [17] Merrell P., Manocha D.: Model Synthesis: A General Procedural Modeling Algorithm. IEEE Transactions on Visualization and Computer Graphics, vol.17(2011)
  • [18] Lopes R., Hilf K., Jayapalan L., Bidarra R.: Mobile adaptive procedural content generation. Proceedings of Workshop on Procedural Content Generation for Games(2013)
  • [19] Dahlskog S., Togelius J.: Patterns and procedural content generation: revisiting Mario in world 1 level 1. Proceedings of the First Workshop on Design Patterns in Games(2012)
  • [20] Smith G., Othenin-Girard A., Whitehead J., Wardrip-Fruin N.: PCG-based game design: creating Endless Web. Proceedings of the International Conference on the Foundations of Digital Games(2012)
  • [21] Blender home page: http://www.blender.org/ (30.09.2014)
Typ dokumentu
Bibliografia
Identyfikator YADDA
bwmeta1.element.baztech-bd463454-b467-4eed-b4a7-a4f9b74a9d99
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