Hierarchical Procedural Decoration of Game Environments
2020 (Engelska)Självständigt arbete på grundnivå (kandidatexamen), 10 poäng / 15 hp
Studentuppsats (Examensarbete)
Abstract [en]
Immersive environments are a big part of video
games. With hardware being more capable than
ever of displaying millions of triangles at once both
the capability and demand of more content in an
environment increases. This puts more strain on
level designers who have to spend more time per
scene to make everything meet the constantly increasing
visual standards. Being able to procedurally
decorate any environment in such a fashion
that it follows the hand-made hero scenes of the
game becomes an important way to save time and
money better spent elsewhere in the project.
This thesis investigates a hierarchical method of
procedurally generating objects inside an environment.
This was accomplished by creating an artifact
to analyze the feasibility of efficiently hierarchically
decorating environments at run-time of
a video game. Though focusing on furniture and
decorative objects of rooms the system can also be
used to procedurally place game related content.
Ort, förlag, år, upplaga, sidor
Malmö universitet/Teknik och samhälle , 2020. , s. 19
Nyckelord [en]
PCG, Environment, Decoration, Interior, Procedural, Content, Generation, Hierarchical, Game, Immersive
Nationell ämneskategori
Teknik och teknologier
Identifikatorer
URN: urn:nbn:se:mau:diva-20084Lokalt ID: 32394OAI: oai:DiVA.org:mau-20084DiVA, id: diva2:1479952
Utbildningsprogram
TS Spelutveckling
Handledare
Examinatorer
2020-10-272020-10-27Bibliografiskt granskad