This report aims to present a method for generating levels for tower defense games. Tower defense games are digital strategy games played by defending bases against oncoming enemies that travel along pregenerated paths. The intended way of generating levels was to use Wave Function Collapse and Bézier curves to create paths and then generate a terrain mesh to match the paths using Marching Cubes. This approach was abandoned because it was considered unnecessarily complicated and there was a concern that there would not be enough time to complete a level generation system. The abandoned system was replaced by a system where a terrain mesh is generated first and is then used as the base for generating the paths iteratively where the direction...
This is the third chapter from my Master Thesis (Automatic Game Generation). This chapter will prov...
The monumental goal of Artificial Intelligence (AI) is to model general solutions that can be applie...
The potential of L-systems is explored byprocedurally generating patterns for use as video game cont...
This report aims to present a method for generating levels for tower defense games. Tower defense ga...
The purpose of this article is to present a procedural content gen- eration algorithm for tower defe...
Creating big games with a lot of content takes time. When it comes to designing levels, two time con...
This Bachelor’s Thesis investigates level generation methods of two-dimensional games. The goal of t...
This report is talking about the applications of procedural generation in games. There are many AI-g...
Abstract—The use of procedural content generation (PCG) techniques in game development has been most...
With the passage of time, video games are becoming more complex, and their development incurs greate...
The aim of this work is to create a tutorial that will describe the development of a game, which is ...
We aim to improve on the design of procedurally generated game levels. We propose a method which emp...
This thesis describes the implementation and evaluation of a modular approach for generating 2D side...
This paper aims to discuss existing approaches to procedural terrain generation for games. This will...
Procedural Content Generation (PCG), as defined in the book “Procedural Content Generation in Games”...
This is the third chapter from my Master Thesis (Automatic Game Generation). This chapter will prov...
The monumental goal of Artificial Intelligence (AI) is to model general solutions that can be applie...
The potential of L-systems is explored byprocedurally generating patterns for use as video game cont...
This report aims to present a method for generating levels for tower defense games. Tower defense ga...
The purpose of this article is to present a procedural content gen- eration algorithm for tower defe...
Creating big games with a lot of content takes time. When it comes to designing levels, two time con...
This Bachelor’s Thesis investigates level generation methods of two-dimensional games. The goal of t...
This report is talking about the applications of procedural generation in games. There are many AI-g...
Abstract—The use of procedural content generation (PCG) techniques in game development has been most...
With the passage of time, video games are becoming more complex, and their development incurs greate...
The aim of this work is to create a tutorial that will describe the development of a game, which is ...
We aim to improve on the design of procedurally generated game levels. We propose a method which emp...
This thesis describes the implementation and evaluation of a modular approach for generating 2D side...
This paper aims to discuss existing approaches to procedural terrain generation for games. This will...
Procedural Content Generation (PCG), as defined in the book “Procedural Content Generation in Games”...
This is the third chapter from my Master Thesis (Automatic Game Generation). This chapter will prov...
The monumental goal of Artificial Intelligence (AI) is to model general solutions that can be applie...
The potential of L-systems is explored byprocedurally generating patterns for use as video game cont...