Procedural content generation, or PCG, is a method of algorithmically generating, for instance, video game content with a limited amount of user input. The purpose of this project is to explore how PCG may be used in game development to make the process of creating game assets less time consuming. To achieve this, a study of existing algorithms, such as rewriting systems and noise functions, is presented. These algorithms have been adapted to generate cities consisting of terrain, road networks, as well as buildings. The result is a tool called BIAS, Built in a Second, built on the game development platform Unity, which can be used to generate graphical representations of three-dimensional cities. Additionally, BIAS is designed to provide g...
Context: Procedural content generation shortened PCG is a way of letting the computer algorithmicall...
The computer game industry requires a skilled workforce and this combined with the complexity of mod...
What are the challenges in representing player perception and design intent for PCG and game generat...
Nowadays, using PCG gains more and more importance, and PCG plays an increasingly important role in ...
Title: Procedural generation of cities in 3D Author: Miroslav Krabec Department: Department of Softw...
Context. Procedural content generation is to algorithmically generate content. This has been used in...
With the passage of time, video games are becoming more complex, and their development incurs greate...
This work demonstrates the potentials of procedural content generation (PCG) for games, focusing on ...
There are millions of gamers in the world today ranging from the PC to console categories. Game cont...
This paper investigates how techniques in Procedural Content Generation (PCG) can be combined with c...
The benefits of using some type of automation to reduce the time and cost of software development is...
Video games have started to become a daily part of our lives. In 2015 the Entertainment Software Ass...
This article describes procedural content generation algorithms used by an independent video game de...
The digital games market is growing every year and game development is becoming increasingly complex...
In the context of video games, Procedural Content Generation (PCG) refers to the automatic creation ...
Context: Procedural content generation shortened PCG is a way of letting the computer algorithmicall...
The computer game industry requires a skilled workforce and this combined with the complexity of mod...
What are the challenges in representing player perception and design intent for PCG and game generat...
Nowadays, using PCG gains more and more importance, and PCG plays an increasingly important role in ...
Title: Procedural generation of cities in 3D Author: Miroslav Krabec Department: Department of Softw...
Context. Procedural content generation is to algorithmically generate content. This has been used in...
With the passage of time, video games are becoming more complex, and their development incurs greate...
This work demonstrates the potentials of procedural content generation (PCG) for games, focusing on ...
There are millions of gamers in the world today ranging from the PC to console categories. Game cont...
This paper investigates how techniques in Procedural Content Generation (PCG) can be combined with c...
The benefits of using some type of automation to reduce the time and cost of software development is...
Video games have started to become a daily part of our lives. In 2015 the Entertainment Software Ass...
This article describes procedural content generation algorithms used by an independent video game de...
The digital games market is growing every year and game development is becoming increasingly complex...
In the context of video games, Procedural Content Generation (PCG) refers to the automatic creation ...
Context: Procedural content generation shortened PCG is a way of letting the computer algorithmicall...
The computer game industry requires a skilled workforce and this combined with the complexity of mod...
What are the challenges in representing player perception and design intent for PCG and game generat...