Patterns And Procedural Content Generation

Detta är en avhandling från Malmö högskola

Sammanfattning: In the area of digital games the continuous development of computational power drives the cost of the content development for digital games. Digital game content includes game worlds, game textures, quests, levels, 3-models, textures and items. The whole or part of the process of creating game content can be automated by using algorithms. The process of creating digital game content is called procedural content generation (PCG) and have been used in the game industry since the 1980s. Challenges in the PCG domain include creating content with variation, coherent style, speed and other quality attributes like correctness. The research in the thesis is concerned with generating game content with the aid of game design patterns, both by establishing models and exploring different methods to generate actual game content for different games.

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