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Izdelava 2D okolij z algoritmom Kolaps valovne funkcije v orodju Unity
ID LAMPRET, TILEN (Author), ID Marolt, Matija (Mentor) More about this mentor... This link opens in a new window, ID Lesar, Žiga (Comentor)

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Abstract
Diplomska naloga obravnava uporabo algoritma Kolaps valovne funkcije v orodju Unity. Diplomska naloga analizira različne implementacije algoritma Kolaps valovne funkcije in predlaga poenostavljen nabor orodij za lažjo in hitrejšo izdelavo prototipov iger. Z uporabo sistema 2D Tilemap v orodju Unity je mogoče pospešiti postopek določanja sosedstev, hkrati pa se ohrani vizualna predstavitev povezav. Predlagani nabor orodij pomaga pri opredelitvi območja in podatkov, s katerimi generiramo izbrano področje. S tem pristopom izboljšamo splošno uporabnost algoritma, saj uporabnikom omogoča iterativno in dinamično ustvarjanje okolij za igre ter prilagajanje izhoda algoritma glede na njihove želje. Glavni cilj naloge je oblikovalcem iger zagotoviti uporabniku prijazen nabor orodij, ki vključuje algoritem Kolapsa valovne funkcije. Ta integracija jim omogoča hitro izdelavo prototipov in igralnih svetov, ne da bi za to potrebovali izrecno znanje ali neposredno interakcijo z algoritmom.

Language:Slovenian
Keywords:računalnik, WFC, algoritem, proceduralno, generiranje, 3D, 2D, Unity, Tilemap, grafično orodje, tekstovno orodje
Work type:Bachelor thesis/paper
Typology:2.11 - Undergraduate Thesis
Organization:FRI - Faculty of Computer and Information Science
Year:2024
PID:20.500.12556/RUL-155075 This link opens in a new window
COBISS.SI-ID:190629379 This link opens in a new window
Publication date in RUL:19.03.2024
Views:585
Downloads:49
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Secondary language

Language:English
Title:Creating 2D environments with the Wave function collapse algorithm in Unity
Abstract:
This thesis discusses the application of the Wave Function Collapse algorithm to the Unity game engine toolkit. The thesis explores different implementations of Wave Function Collapse and proposes a simplified toolset to facilitate easier and faster game prototyping. By utilizing the Unity 2D Tilemap system, the process of defining adjacencies can be accelerated, while still maintaining a visual representation of connections. The proposed toolset assists in defining the area and data to be filled within the selected region. This tool enhances the overall usability of the algorithm, enabling users to iteratively and dynamically generate maps, and customize the algorithm's output according to their preferences. The main goal of this approach is to provide level creators and game designers with a user-friendly toolset that seamlessly integrates the Wave Function Collapse algorithm. This integration allows them to rapidly prototype and create game worlds without requiring explicit knowledge or direct interaction with the algorithm itself.

Keywords:computer, WFC, procedural, generation, 3D, 2D, Unity, constraint, Tilemap, algorithm, graphical interface, text tool

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