Framework for Real-Time Editing of Endless Procedural Terrains
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Procedural Content Generation for Games
Procedural Content Generation for Games Inauguraldissertation zur Erlangung des akademischen Grades eines Doktors der Naturwissenschaften der Universit¨atMannheim vorgelegt von M.Sc. Jonas Freiknecht aus Hannover Mannheim, 2020 Dekan: Dr. Bernd L¨ubcke, Universit¨atMannheim Referent: Prof. Dr. Wolfgang Effelsberg, Universit¨atMannheim Korreferent: Prof. Dr. Colin Atkinson, Universit¨atMannheim Tag der m¨undlichen Pr¨ufung: 12. Februar 2021 Danksagungen Nach einer solchen Arbeit ist es nicht leicht, alle Menschen aufzuz¨ahlen,die mich direkt oder indirekt unterst¨utzthaben. Ich versuche es dennoch. Allen voran m¨ochte ich meinem Doktorvater Prof. Wolfgang Effelsberg danken, der mir - ohne mich vorher als Master-Studenten gekannt zu haben - die Promotion an seinem Lehrstuhl erm¨oglichte und mit Geduld, Empathie und nicht zuletzt einem mir unbegreiflichen Verst¨andnisf¨ur meine verschiedenen Ausfl¨ugein die Weiten der Informatik unterst¨utzthat. Sie werden mir nicht glauben, wie dankbar ich Ihnen bin. Weiterhin m¨ochte ich meinem damaligen Studiengangsleiter Herrn Prof. Heinz J¨urgen M¨ullerdanken, der vor acht Jahren den Kontakt zur Universit¨atMannheim herstellte und mich ¨uberhaupt erst in die richtige Richtung wies, um mein Promotionsvorhaben anzugehen. Auch Herr Prof. Peter Henning soll nicht ungenannt bleiben, der mich - auch wenn es ihm vielleicht gar nicht bewusst ist - davon ¨uberzeugt hat, dass die Erzeugung virtueller Welten ein lohnenswertes Promotionsthema ist. Ganz besonderer Dank gilt meiner Frau Sarah und meinen beiden Kindern Justus und Elisa, die viele Abende und Wochenenden zugunsten dieser Arbeit auf meine Gesellschaft verzichten mussten. Jetzt ist es geschafft, das n¨achste Projekt ist dann wohl der Garten! Ebenfalls geb¨uhrt meinen Eltern und meinen Geschwistern Dank. -
Minetest Forums
Minetest Forums The official Minetest discussion board Skip to content Search… Search Advanced search Board index ‹ User-contributed Content ‹ Subgames ‹ Subgame Releases Print view FAQMembersRegisterLogin [Game] Dreambuilder [20160114-2006] Post a reply Search this topic… Search 544 posts • Page 1 of 22 • 1, 2, 3, 4, 5 ... 22 Reply with quote [Game] Dreambuilder [20160114-2006] VanessaE Moderator by VanessaE » Mon Apr 28, 2014 01:37 Posts: 3642 "If you can imagine it, you can build it." Joined: Sun Apr 01, 2012 12:38 Location: Waynesville, Dreambuilder is my attempt to give the player pretty much everything they'll ever want to build with, and all the tools NC they should ever need to actually get the job done. This game was originally based on minetest_game, minus a couple GitHub: VanessaE of mods that I don't like, with a number of minor things changed, and a number of extra mods added on. Since then, IRC: VanessaE many things have changed - while much of the base game is still the same, some stuff is different, and many more mods In-game: have been added. Many of the mods contained in this game have been tweaked from their deault states. Mods are VanessaEzekowitz generally kept up-to-date, and from time to time, if an interesting feature pops up in minetest_game, I may port that over also. Website This game is in use on my Creative server and my Survival server. Both servers have a few extra mods installed for their specific needs, but should give you a pretty good idea nonetheless. -
Procedural Generation of a 3D Terrain Model Based on a Predefined
Procedural Generation of a 3D Terrain Model Based on a Predefined Road Mesh Bachelor of Science Thesis in Applied Information Technology Matilda Andersson Kim Berger Fredrik Burhöi Bengtsson Bjarne Gelotte Jonas Graul Sagdahl Sebastian Kvarnström Department of Applied Information Technology Chalmers University of Technology University of Gothenburg Gothenburg, Sweden 2017 Bachelor of Science Thesis Procedural Generation of a 3D Terrain Model Based on a Predefined Road Mesh Matilda Andersson Kim Berger Fredrik Burhöi Bengtsson Bjarne Gelotte Jonas Graul Sagdahl Sebastian Kvarnström Department of Applied Information Technology Chalmers University of Technology University of Gothenburg Gothenburg, Sweden 2017 The Authors grants to Chalmers University of Technology and University of Gothenburg the non-exclusive right to publish the Work electronically and in a non-commercial purpose make it accessible on the Internet. The Author warrants that he/she is the author to the Work, and warrants that the Work does not contain text, pictures or other material that violates copyright law. The Author shall, when transferring the rights of the Work to a third party (for example a publisher or a company), acknowledge the third party about this agreement. If the Author has signed a copyright agreement with a third party regarding the Work, the Author warrants hereby that he/she has obtained any necessary permission from this third party to let Chalmers University of Technology and University of Gothenburg store the Work electronically and make it accessible on the Internet. Procedural Generation of a 3D Terrain Model Based on a Predefined Road Mesh Matilda Andersson Kim Berger Fredrik Burhöi Bengtsson Bjarne Gelotte Jonas Graul Sagdahl Sebastian Kvarnström © Matilda Andersson, 2017. -
Procedural Generation of Content in Video Games
Bachelor Thesis Sven Freiberg Procedural Generation of Content in Video Games Fakultät Technik und Informatik Faculty of Engineering and Computer Science Studiendepartment Informatik Department of Computer Science PROCEDURALGENERATIONOFCONTENTINVIDEOGAMES sven freiberg Bachelor Thesis handed in as part of the final examination course of studies Applied Computer Science Department Computer Science Faculty Engineering and Computer Science Hamburg University of Applied Science Supervisor Prof. Dr. Philipp Jenke 2nd Referee Prof. Dr. Axel Schmolitzky Handed in on March 3rd, 2016 Bachelor Thesis eingereicht im Rahmen der Bachelorprüfung Studiengang Angewandte Informatik Department Informatik Fakultät Technik und Informatik Hochschule für Angewandte Wissenschaften Hamburg Betreuender Prüfer Prof. Dr. Philipp Jenke Zweitgutachter Prof. Dr. Axel Schmolitzky Eingereicht am 03. März, 2016 ABSTRACT In the context of video games Procedrual Content Generation (PCG) has shown interesting, useful and impressive capabilities to aid de- velopers and designers bring their vision to life. In this thesis I will take a look at some examples of video games and how they made used of PCG. I also discuss how PCG can be defined and what mis- conceptions there might be. After this I will introduce a concept for a modular PCG workflow. The concept will be implemented as a Unity plugin called Velvet. This plugin will then be used to create a set of example applications showing what the system is capable of. Keywords: procedural content generation, software architecture, modular design, game development ZUSAMMENFASSUNG Procedrual Content Generation (PCG) (prozedurale Generierung von Inhalten) im Kontext von Videospielen zeigt interessante und ein- drucksvolle Fähigkeiten um Entwicklern und Designern zu helfen ihre Vision zum Leben zu erwecken. -
Einf ¨Uhrung Mod
Einf ¨uhrung Mod Regeln von Computerspielen werden klassischerweise im Quellcode festgelegt. Manche Spiele lesen allerdings Teile der Regeln aus Konfigurationsdateien. Damit kann man das Spiel andern,¨ ohne den Hauptquellcode zu andern¨ ) Modifikation des Spiels, kurz Mod Historische Beispiele: Anderung¨ der Bewegungsreichweite Civilisation (1991) Colonization (1994) Binar¨ editierbar ASCII-Format editierbar Mod, historische Entwicklung I Mit schnelleren Computern wanderten immer mehr Regeln in Konfigurationsdateien: Effizientere Spielentwicklung I Steigende Anzahl inoffizieller Mods durch Spieler I Seit dem Half-Life (1998)-Mod Counterstrike (1999) sind Mods auch in direkter Aufmerksamkeit der Spieleentwickler I Neue Spiele kommen immer ofter¨ mit der expliziten Moglichkeit¨ komplexe Mods zu integrieren Von Konfigurationsanderungen¨ zu vollen Mods Alte Spiele erlauben oft nur kleine Anderungen¨ durch geanderte¨ Konfigurationsdateien: Geschwindigkeit von Einheiten, Masse von Gegenstanden,¨ Levellayout, . Steigende Moddinganforderungen haben in einigen Spielen zum “versehentlichen” Entwickeln von Programmiersprachen gefuhrt:¨ Stuckweise¨ mehr hinzugefugt,¨ bis beliebige Programme geschrieben werden konnten (Beispiel: StarCraft). Losung¨ 1: Beliebige Programme konnen¨ als Konfiguration hinzugefugt¨ werden Nachteil: Mangelnde Portabilitat,¨ Einfachheit der Konfiguration geht oft wieder verloren Losung¨ 2: Einfache Programmiersprache entwickeln, die sich fur¨ eine Vielzahl von Projekten eignet und von Grund auf dafur¨ durchgedacht ist. Beispiele: Lua, -
Procedural Generation
Procedural Generation Kaarel T~onisson 2018-04-20 Kaarel T~onisson Procedural Generation 2018-04-20 1 / 37 Contents I Procedural generation overview I Development-time generation I Execution-time generation I Noise-based techniques I Perlin noise I Simplex noise I Synthesis-based techniques I Tiling I Image quilting I Deep learning I Procedural content generation I Early history I Case study: Minecraft Kaarel T~onisson Procedural Generation 2018-04-20 2 / 37 What is procedural generation? I Method of creating something algorithmically I As opposed to creating something manually I Few inputs can generate many different outputs I One seed number can generate a unique world Kaarel T~onisson Procedural Generation 2018-04-20 3 / 37 Where can procedural generation be used? In theory I Every field of creative development I Textures I Models (characters, trees, equipment) I Worlds (terrain geometry, object placement) I Item parameters I Stories and history I Sound effects and music Kaarel T~onisson Procedural Generation 2018-04-20 4 / 37 Where is it actually used? In practice I Often: Extent is limited I Most assets are made by hand I Procedural parts are edited by hand I Sometimes: Heavily reliant on procedural generation I Certain games I Size-limit challenges Kaarel T~onisson Procedural Generation 2018-04-20 5 / 37 When is generation performed? (Option 1) During development I Asset is generated, then enhanced by hand I Examples: I Algorithm generates terrain, developer adds objects and detail I Algorithm generates basic texture, developer adds -
Procedural Generation of Content for Online Role Playing Games
PROCEDURAL GENERATION OF CONTENT FOR ONLINE ROLE PLAYING GAMES Jonathon Doran Dissertation Prepared for the Degree of DOCTOR OF PHILOSOPHY UNIVERSITY OF NORTH TEXAS August 2014 APPROVED: Ian Parberry, Major Professor Armin Mikler, Committee Member Robert Renka, Committee Member Robert Akl, Committee Member Barrett Bryant, Chair of the Department of Computer Science and Engineering Costas Tsatsoulis, Dean of the College of Engineering Mark Wardell, Dean of the Toulouse Graduate School Doran, Jonathon. Procedural Generation of Content for Online Role Playing Games. Doctor of Philosophy (Computer Science and Engineering), August 2014, 132 pp., 10 tables, 33 figures, 92 numbered references. Video game players demand a volume of content far in excess of the ability of game designers to create it. For example, a single quest might take a week to develop and test, which means that companies such as Blizzard are spending millions of dollars each month on new content for their games. As a result, both players and developers are frustrated with the inability to meet the demand for new content. By generating content on-demand, it is possible to create custom content for each player based on player preferences. It is also possible to make use of the current world state during generation, something which cannot be done with current techniques. Using developers to create rules and assets for a content generator instead of creating content directly will lower development costs as well as reduce the development time for new game content to seconds rather than days. This work is part of the field of computational creativity, and involves the use of computers to create aesthetically pleasing game content, such as terrain, characters, and quests. -
GAME CAREER GUIDE July 2016 Breaking in the Easy(Ish) Way!
TOP FREE GAME TOOLS JULY 2016 GAME FROM GAME EXPO TO GAME JOB Indie intro to VR Brought to you by GRADUATE #2 PROGRAM JULY 2016 CONTENTS DEPARTMENTS 4 EDITOR’S NOTE IT'S ALL ABOUT TASTE! 96 FREE TOOLS FREE DEVELOPMENT TOOLS 2016 53 GAME SCHOOL DIRECTORY 104 ARRESTED DEVELOPMENT There are tons of options out there in terms INDIE DREAMIN' of viable game schools, and this list is just the starting point to get you acquainted with the schools near you (or far from you, if that’s what STUDENT POSTMORTEM you prefer!). 32 BEGLITCHED 72 VIRTUALLY DESIGNED NYU Game Center students Alec Thomson and Jennu Jiao Hsia discuss their IGF Award- VR has quickly moved from buzzword, to proto- winning match three game about insecurity type, to viable business. This guide will help you within computers, and within ourselves. get started in VR development, avoiding some common pitfalls. FEATURES 78 SOUNDS GOOD TO ME! 8 BREAKING IN THE EASY(ISH) WAY! Advice for making audio (with or without) How attending expos can land you a job. an audio specialist. 18 ZERO TO HERO Hey! You want to learn low poly modeling but 84 A SELLER’S MARKET don’t know where to start? Look no further! Marketing fundamentals for your first game. With this guide, we hope to provide a good introduction to not only the software, but 90 INTRO TO GAME ENGINES also the concepts and theory at play. A brief discussion of some of the newest and most popular DO YOU NEED A PUBLISHER? 34 game engines. -
2015 Open Source Yearbook
Opensource.com/yearbook . ........ OPENSOURCE.COM ................... Opensource.com publishes stories about creating, adopting, and sharing open source solutions. Visit Opensource.com to learn more about how the open source way is improving technologies, education, business, government, health, law, entertainment, humanitarian efforts, and more. Submit a story idea: https://opensource.com/story Email us: [email protected] Chat with us in Freenode IRC: #opensource.com Twitter @opensourceway: https://twitter.com/opensourceway Google+: https://plus.google.com/+opensourceway Facebook: https://www.facebook.com/opensourceway Instagram: https://www.instagram.com/opensourceway FROM THE EDITOR ............................. Dear Open Source Yearbook reader, The “open source” label was created back in 1998, not long after I got my start in tech publishing [1]. Fast forward to late 2014, when I was thinking about how much open source technologies, commu- nities, and business models have changed since 1998. I realized that there was no easy way—like a yearbook—to thumb through tech history to get a feel for open source. Sure, you can flip through the virtual pages of a Google search and read the “Best of” lists collected by a variety of technical publications and writers, much like you can thumb through newspapers from the 1980s to see the how big we wore our shoulder pads, neon clothing, and hair back then. But neither research method is particularly efficient, nor do they provide snapshots that show diversity within communities and moments of time. The idea behind the Open Source Yearbook is to collaborate with open source communities to collect a diverse range of stories from the year. -