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Proceduralno generiranje elementov računalniških iger
ID Štrakl, Sara (Avtor), ID Bovcon, Narvika (Mentor) Več o mentorju... Povezava se odpre v novem oknu

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Izvleček
Med razvojem video iger je potrebno ustvariti veliko količino različnih elementov, 3D modelov, tekstur in okolij. Če se vsak od teh ustvarja ročno, to hitro postane zamudno. Vsebino je lažje ustvariti dinamično s proceduralno generacijo, metodo, ki je priljubljena v industriji iger. Uporabljena je za olajšanje procesa ustvarjanja igralnih elementov in povečanja raznolikosti znotraj igre. Cilj diplomske naloge je bil raziskati različne procese proceduralne generacije in ustvariti skupek funkcij znotraj igralnega pogona Unity, ki generirajo naključne 3D modele in njihove teksture. Razmislili smo o tem, katere modele bi bilo smiselno ustvariti proceduralno, kateri so modeli, ki se pogosto generirajo in kateri modeli bi predstavljali največji izziv. Med vsemi modeli, ki smo jih ustvarjali v sklopu diplomske naloge smo hoteli vsaj enega, ki je bil zahteven, zato smo se odločili posvetiti posebno pozornost proceduralni generaciji bitja. Raziskali smo različne algoritme, ki smo jih potrebovali pri proceduralni generaciji, med drugimi celične avtomate, Perlinov šum in L-sisteme. Končen rezultat diplomske naloge so bile funkcije za generacijo terena, dreves in bitij, kjer vse ustvarijo edinstvene rezultate. Teren je ustvarjen naključno z uporabo celičnih avtomatov in Perlinovega šuma, drevesa se ustvarijo z L-sistemi, največji poudarek pa je na bitjih. Te so skupek 3D modelov, ki se naključno združijo in interpolirajo, da ustvarijo celoto. Poleg 3D modelov se proceduralno generirajo še nekatere teksture.

Jezik:Slovenski jezik
Ključne besede:proceduralna generacija, Unity, 3D modeli, teksture, Perlinov šum, celični avtomati, L-sistemi, video igre
Vrsta gradiva:Diplomsko delo
Tipologija:2.11 - Diplomsko delo
Organizacija:FE - Fakulteta za elektrotehniko
Leto izida:2026
PID:20.500.12556/RUL-188853 Povezava se odpre v novem oknu
COBISS.SI-ID:302666755 Povezava se odpre v novem oknu
Datum objave v RUL:29.09.2026
Število ogledov:149
Število prenosov:61
Metapodatki:XML DC-XML DC-RDF
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Sekundarni jezik

Jezik:Angleški jezik
Naslov:Procedural generation of computer game elements
Izvleček:
Video game development requires the creation of a vast array of elements, including 3D models, textures, and environments. Creating each of these manually quickly becomes time-consuming. Content creation is more efficient when done dynamically using procedural generation, a popular method in the gaming industry that facilitates the creation of game elements and enhances in-game variety. The goal of this thesis was to explore various procedural generation processes and develop a set of functions within the Unity game engine that would be capable of generating random 3D models and their corresponding textures. We evaluated which models were suitable to be made with procedural generation, considering factors such as frequency of use and the level of complexity involved. Aiming to include at least one challenging model among those created for the project, we decided to focus specifically on the procedural generation of creatures. We investigated several algorithms essential for this task, including cellular automata, Perlin noise, and L-systems. The final outcome of the thesis consisted of functions for generating terrain, trees and creatures, each producing unique results. The terrain was generated randomly using cellular automata and Perlin noise, while trees were created via L-systems; however, the primary focus was on the creatures. These were composed of multiple 3D models that were randomly combined and interpolated between to form a cohesive whole. Certain textures are also generated procedurally.

Ključne besede:procedural generation, Unity, 3D models, textures, Perlin noise, cellular automata, L-systems, video games

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