Procedural Generation and Rendering of Large-Scale
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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. -
Multi-User Game Development
California State University, San Bernardino CSUSB ScholarWorks Theses Digitization Project John M. Pfau Library 2007 Multi-user game development Cheng-Yu Hung Follow this and additional works at: https://scholarworks.lib.csusb.edu/etd-project Part of the Software Engineering Commons Recommended Citation Hung, Cheng-Yu, "Multi-user game development" (2007). Theses Digitization Project. 3122. https://scholarworks.lib.csusb.edu/etd-project/3122 This Project is brought to you for free and open access by the John M. Pfau Library at CSUSB ScholarWorks. It has been accepted for inclusion in Theses Digitization Project by an authorized administrator of CSUSB ScholarWorks. For more information, please contact [email protected]. ' MULTI ;,..USER iGAME DEVELOPMENT '.,A,.'rr:OJ~c-;t.··. PJ:es·~nted ·t•o '.the·· Fa.8lllty· of. Calif0rr1i~ :Siat~:, lJniiV~r~s'ity; .•, '!' San. Bernardinti . - ' .Th P~rt±al Fu1fillrnent: 6f the ~~q11l~~fuents' for the ;pe'gree ···•.:,·.',,_ .. ·... ··., Master. o.f.·_s:tience•· . ' . ¢ornput~r •· ~6i~n¢e by ,•, ' ' .- /ch~ng~Yu Hung' ' ' Jutie .2001. MULTI-USER GAME DEVELOPMENT A Project Presented to the Faculty of California State University, San Bernardino by Cheng-Yu Hung June 2007 Approved by: {/4~2 Dr. David Turner, Chair, Computer Science ate ABSTRACT In the Current game market; the 3D multi-user game is the most popular game. To develop a successful .3D multi-llger game, we need 2D artists, 3D artists and programme.rs to work together and use tools to author the game artd a: game engine to perform \ the game. Most of this.project; is about the 3D model developmept using too.ls such as Blender, and integration of the 3D models with a .level editor arid game engine. -
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. -
USER GUIDE 1 CONTENTS Overview
USER GUIDE 1 CONTENTS Overview ......................................................................................................................................... 2 System requirements .................................................................................................................... 2 Installation ...................................................................................................................................... 2 Workflow ......................................................................................................................................... 3 Interface .......................................................................................................................................... 8 Tool Panel ................................................................................................................................................. 8 Texture panel .......................................................................................................................................... 10 Tools ............................................................................................................................................. 11 Poly Lasso Tool ...................................................................................................................................... 11 Poly Lasso tool actions ........................................................................................................................... 12 Construction plane ................................................................................................................................. -
Ac 2008-325: an Architectural Walkthrough Using 3D Game Engine
AC 2008-325: AN ARCHITECTURAL WALKTHROUGH USING 3D GAME ENGINE Mohammed Haque, Texas A&M University Dr. Mohammed E. Haque is a professor and holder of the Cecil O. Windsor, Jr. Endowed Professorship in Construction Science at Texas A&M University at College Station, Texas. He has over twenty years of professional experience in analysis, design, and investigation of building, bridges and tunnel structural projects of various city and state governments and private sectors. Dr. Haque is a registered Professional Engineer in the states of New York, Pennsylvania and Michigan, and members of ASEE, ASCE, and ACI. Dr. Haque received a BSCE from Bangladesh University of Engineering and Technology, a MSCE and a Ph.D. in Civil/Structural Engineering from New Jersey Institute of Technology, Newark, New Jersey. His research interests include fracture mechanics of engineering materials, composite materials and advanced construction materials, architectural/construction visualization and animation, computer applications in structural analysis and design, artificial neural network applications, knowledge based expert system developments, application based software developments, and buildings/ infrastructure/ bridges/tunnels inspection and database management systems. Pallab Dasgupta, Texas A&M University Mr. Pallab Dasgupta is a graduate student of the Department of Construction Science, Texas A&M University. Page 13.173.1 Page © American Society for Engineering Education, 2008 An Architectural Walkthrough using 3D Game Engine Abstract Today’s 3D game engines have long been used by game developers to create dazzling worlds with the finest details—allowing users to immerse themselves in the alternate worlds provided. With the availability of the “Unreal Engine” these same 3D engines can now provide a similar experience for those working in the field of architecture. -
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. -