An enhancement of midpont displacement algorithm applied in map generation

By: Jan Ivan P. Cruz and Paolo M. De Guzman
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Language: English . . c2015Description: Undergraduate Thesis: (BSCS major in Computer Science) - Pamantasan ng Lungsod ng Maynila, 2015Content type: text Media type: unmediated Carrier type: volumeGenre/Form: .DDC classification: . LOC classification: QA76.75 C78 2015
Contents:
ABSTRACT: In game development, maps are a huge part of development as it will determine where the actual game will take place. Creating large maps for open world games (meaning the player could go anywhere and not follow a linear path) is difficult to make from scratch therefore game developers often generate random maps using algorithms such as Perlin Noise, etc. The algorithm Midpoint Displacement, generating random map output from iteration of displacing the pixels with random values. The said algorithm is simple enough to have room for improvements at the same time also generating good outputs. The focus of this thesis is to improve the quality of the output generated from said algorithm, also to reduce randomness as to follow users, the game developers, to come up with a preferred output easier and finally to reduce outputs that has islands clipping to the edge therefore making the output not resemble a full map. We experiment with increasing number of iterations and also test certain random ranges to come up with better results in order to meet the objectives of the thesis.
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ABSTRACT: In game development, maps are a huge part of development as it will determine where the actual game will take place. Creating large maps for open world games (meaning the player could go anywhere and not follow a linear path) is difficult to make from scratch therefore game developers often generate random maps using algorithms such as Perlin Noise, etc. The algorithm Midpoint Displacement, generating random map output from iteration of displacing the pixels with random values. The said algorithm is simple enough to have room for improvements at the same time also generating good outputs. The focus of this thesis is to improve the quality of the output generated from said algorithm, also to reduce randomness as to follow users, the game developers, to come up with a preferred output easier and finally to reduce outputs that has islands clipping to the edge therefore making the output not resemble a full map. We experiment with increasing number of iterations and also test certain random ranges to come up with better results in order to meet the objectives of the thesis.

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