Essays about: "PCG"

Showing result 16 - 20 of 40 essays containing the word PCG.

  1. 16. Multi-Agent Based Settlement Generation In Minecraft

    University essay from Malmö universitet/Institutionen för datavetenskap och medieteknik (DVMT)

    Author : Albin Esko; Johan Fritiofsson; [2021]
    Keywords : Multi-Agent system; PCG; Minecraft; GDMC;

    Abstract : This thesis explores the uses of a multi-agent system(MAS) for procedural content generation(PCG) in the Generative Design in Minecraft (GDMC) competition. The generatorconstructed is capable of surveying the terrain and determining where to start building a roadnetwork. Extendor and connector agents build the road network used for the settlement. READ MORE

  2. 17. BIAS - A Unity Asset for Procedurally Generating Cities

    University essay from Göteborgs universitet/Institutionen för data- och informationsteknik

    Author : Alma Eriksson; David Hultsten; David Hall; William Johnsson; Ludwig Hultqvist; Ludvig Liljeqvist; [2020-10-30]
    Keywords : procedural content generation; PCG; video game development; 3D cities; unity; terrain generation; city generation;

    Abstract : Procedural content generation, or PCG, is a method of algorithmically generating, for instance, video game content with a limited amount of user input. The purpose of this project is to explore how PCG may be used in game development to make the process of creating game assets less time consuming. READ MORE

  3. 18. Procedural Generation of Modern 3D Cities

    University essay from Göteborgs universitet/Institutionen för data- och informationsteknik

    Author : Theodor Angergård; Marcus Ansamaa; Alexander Arvidsson; Jacob Eriksson; Anton Håkansson; Viktor Truvé; [2020-10-29]
    Keywords : ;

    Abstract : This paper investigates how techniques in Procedural Content Generation (PCG) can be combined with computer graphics theory to generate digital 3D cities suitable for use in media such as games, movies, and advertisements. This research was conducted to discover ways to alleviate the otherwise time-consuming process of manually modeling such cities. READ MORE

  4. 19. Procedural generation of game bits and its effect on game user experience

    University essay from Högskolan i Skövde/Institutionen för hälsovetenskaper

    Author : Mikael Le Gal [Beneroso]; [2020]
    Keywords : Procedural content generation; PCG; Game bits; Game user experience; Roguelike;

    Abstract : Procedural Content Generation means the algorithmic creation of game content with limited or indirect user input. This technique is currently widespread in the game industry. However, its effects when applied to elements that do not engage directly with the player, also known as Game Bits, require more research. READ MORE

  5. 20. Hierarchical Procedural Decoration of Game Environments

    University essay from Malmö universitet/Fakulteten för teknik och samhälle (TS)

    Author : Ola Lidberg; Daniel Borgshammar; [2020]
    Keywords : PCG; Environment; Decoration; Interior; Procedural; Content; Generation; Hierarchical; Game; Immersive;

    Abstract : Immersive environments are a big part of videogames. With hardware being more capable thanever of displaying millions of triangles at once boththe capability and demand of more content in anenvironment increases. READ MORE