An enhancement of procedural dungeon generation used in pixel dungeon / Angelo R. Constantino and Jan Robert C. Mercado. 6

By: Angelo R. Constantino and Jan Robert C. Mercado. 4 0 16, [, ] | [, ] |
Contributor(s): 5 6 [] |
Language: Unknown language code Summary language: Unknown language code Original language: Unknown language code Series: ; March 2017.46Edition: Description: 28 cm. 45 ppContent type: text Media type: unmediated Carrier type: volumeISBN: ISSN: 2Other title: 6 []Uniform titles: | | Related works: 1 40 6 []Subject(s): -- 2 -- 0 -- -- | -- 2 -- 0 -- 6 -- | 2 0 -- | -- -- 20 -- | | -- -- -- -- 20 -- | -- -- -- 20 -- --Genre/Form: -- 2 -- Additional physical formats: DDC classification: | LOC classification: | | 2Other classification:
Contents:
Action note: In: Summary: ABSTRACT: This study was conducted in order to give a new face on random mapping generation which is commonly used in various applications and games, under the PCG (Procedural Dungeon Generation) algorithm is the binary space partitioning which was the main algorithm responsible for the creation and generation of map designs. This algorithm provides the extent of map designing and giving a precise result especially when it comes to gaming implementation. In this study, an additional saving procedure in the algorithm was added which was intended specifically for game applications. It is also intended in this study the implementation of vertical and horizontal ratios to generate a balanced map design.This study will tackle the different procedures including the random generation of maps and the problems encountered and also the probable solution for the conflicts. Other editions:
Tags from this library: No tags from this library for this title. Log in to add tags.
    Average rating: 0.0 (0 votes)

Thesis: (BSCS major in Computer Science) -Pamantasan ng Lungsod ng Maynila, 2017. 56

5

ABSTRACT: This study was conducted in order to give a new face on random mapping generation which is commonly used in various applications and games, under the PCG (Procedural Dungeon Generation) algorithm is the binary space partitioning which was the main algorithm responsible for the creation and generation of map designs. This algorithm provides the extent of map designing and giving a precise result especially when it comes to gaming implementation. In this study, an additional saving procedure in the algorithm was added which was intended specifically for game applications. It is also intended in this study the implementation of vertical and horizontal ratios to generate a balanced map design.This study will tackle the different procedures including the random generation of maps and the problems encountered and also the probable solution for the conflicts.

5

There are no comments for this item.

to post a comment.

© Copyright 2024 Phoenix Library Management System - Pinnacle Technologies, Inc. All Rights Reserved.