Procedural Dungeon Generation Analysis and Adaptation

Jessica R. Baron
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引用次数: 13

Abstract

The objective of this article is to analyze several approaches that produce a particular form of procedural content in games - dungeon maps - and adapt the work to both 2D and 3D game projects. Procedural video game content provides unique levels for users to experience, reduced allocated memory, and more time for developers to focus on other aspects of a game. The work presented consists of two parts: the implementation and analysis of five different algorithmic approaches that generate a 2D dungeon map, consisting of traversable rooms and corridors; and the application of the original code to a 3D game environment in Epic Game's Unreal Engine 4.
程序性地下城生成分析和适应
本文的目的是分析在游戏中产生特定形式的程序内容的几种方法——地下城地图——并使其适用于2D和3D游戏项目。程序性电子游戏内容为用户提供了独特的关卡体验,减少了内存分配,让开发者有更多时间专注于游戏的其他方面。这项工作由两部分组成:执行和分析五种不同的算法方法,生成2D地下城地图,包括可穿越的房间和走廊;以及将原始代码应用到Epic game虚幻引擎4中的3D游戏环境中。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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