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Proceduralno generiranje mestne četrti : diplomsko delo
ID Juvan, Jan (Author), ID Šter, Branko (Mentor) More about this mentor... This link opens in a new window

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PID: 20.500.12556/rul/3f44017e-d5aa-4636-ae55-74ac1bf28bbc

Abstract
Namen diplomske naloge je pokazati prednosti proceduralnega generiranja vsebine ter pregledati trenutno stanje na tem področju. Zmanjšanje stroškov razvoja je odlična taktika za pridobitev konkurenčne prednosti pred ostalimi podjetji, ki se ukvarjajo z razvojem iger, kar lahko dosežemo z odpravitvijo potrebe po večjem številu oblikovalcev. Z uvedbo proceduralnih algoritmov za generiranje vsebine lahko dosežemo prav to. Programer lahko na ta nacin, ob sodelovanju z umetnikom, doseže veliko več kot večja skupina umetnikov. Ti algoritmi prav tako omogočajo posameznim umetnikom ali manjsim podjetjem ustvariti vsebinsko bogato igro in omogočajo nastanek nepričakovanih form. Za nastanek programa, ki generira vsebino, je potrebno jasno poznavanje vsebine, v primeru tega dela - mestne četrti. Diplomska naloga obravnava to urbano formo ter analizira njene sestavne dele. Drugi cilj diplomske naloge je ustvariti program za proceduralno generiranje mestne četrti, katerega rezultat dosega zelene lastnosti za uporabo v igrah. Ustvarjeni nivo mestne četrti mora biti igralen, vizualno zadovoljiv ter ne sme dajati občutka, da je bil zgeneriran s strani proceduralnega algoritma, temveč deluje kot delo človeških rok.

Language:Slovenian
Keywords:Proceduralno generiranje vsebine, struktura mesta, gene- riranje urbane forme
Work type:Bachelor thesis/paper
Typology:2.11 - Undergraduate Thesis
Organization:FRI - Faculty of Computer and Information Science
Publisher:[J. Juvan]
Year:2015
Number of pages:56 str.
PID:20.500.12556/RUL-72442 This link opens in a new window
COBISS.SI-ID:1536612291 This link opens in a new window
Publication date in RUL:17.09.2015
Views:1536
Downloads:390
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Secondary language

Language:English
Title:Procedural generation of a city quarter
Abstract:
The goal of the thesis is to show the advantage of procedural content generation and to review the current situation in this field. Reducing development costs is an excellent tactic to obtain a competitive advantage over other companies that are engaged in developing games, which can be achieved by removing the need for a larger number of designers. We can achieve that with the introduction of procedural algorithms for generating content. A programmer in cooperation with an artist can, in this way, achieve much more than a large group of artists. These algorithms also allow individual artists or small businesses to create content-rich games and allow for the creation of unexpected forms. To create a program that generates content, one needs a clear understanding of the content being generated, in the case of this work, city quarter. The thesis deals with the urban form and analysis of its components. The second objective of this thesis is to write a program for generating city quarters, the result of which achieves the desired characteristics for use in games. Created levels should be playable, visually appealing and not give the impression of being generated by a procedural algorithm, but rather seem to be the work of humans.

Keywords:Procedural content generation, city structure, generating urban forms

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