Proseduraaliset loputtoman 3D-pelimaaston generoinnin tekniikat

Proseduraalinen generointi on hyödyllinen työkalu loputtomien kenttien luomiseen videopeleissä. Tämä tutkielma esittelee eri maaston generoinnin tekniikoita, joita voi soveltaa realististen 3D pelikenttien proseduraaliseen generointiin. Tämä tutkielma esittelee myös tekniikoihin liittyvää tutkimusta...

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Main Author: Malmsten, Mikael
Other Authors: Informaatioteknologian tiedekunta, Faculty of Information Technology, Informaatioteknologia, Information Technology, Jyväskylän yliopisto, University of Jyväskylä
Format: Bachelor's thesis
Language:fin
Published: 2025
Subjects:
Online Access: https://jyx.jyu.fi/handle/123456789/101922
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author Malmsten, Mikael
author2 Informaatioteknologian tiedekunta Faculty of Information Technology Informaatioteknologia Information Technology Jyväskylän yliopisto University of Jyväskylä
author_facet Malmsten, Mikael Informaatioteknologian tiedekunta Faculty of Information Technology Informaatioteknologia Information Technology Jyväskylän yliopisto University of Jyväskylä Malmsten, Mikael Informaatioteknologian tiedekunta Faculty of Information Technology Informaatioteknologia Information Technology Jyväskylän yliopisto University of Jyväskylä
author_sort Malmsten, Mikael
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description Proseduraalinen generointi on hyödyllinen työkalu loputtomien kenttien luomiseen videopeleissä. Tämä tutkielma esittelee eri maaston generoinnin tekniikoita, joita voi soveltaa realististen 3D pelikenttien proseduraaliseen generointiin. Tämä tutkielma esittelee myös tekniikoihin liittyvää tutkimusta. Tutkimus toteaa, ettei ole tapahtunut merkittävää muutosta generointitekniikoissa. Neuroverkkoihin perustuvia malleja on kehitetty, mutta ne ovat liian hitaita verrattuna kohinafunktioihin. Procedural generation is a great tool for infinite world generation in video games. This thesis presents different terrain generation techniques, which can be applied for procedurally generating realistic 3D game terrain. This thesis also presents the research on done to these techniques. The study concludes that there hasn't been any remarkable change in generation techniques. Neural network based models have been developed, but they are too slow in comparison to noise functions.
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spellingShingle Malmsten, Mikael Proseduraaliset loputtoman 3D-pelimaaston generoinnin tekniikat proseduraalinen generointi pelinkehitys pelimaailma maaston generointi 3D Tietotekniikka Mathematical Information Technology tietokonepelit digitaaliset pelit
title Proseduraaliset loputtoman 3D-pelimaaston generoinnin tekniikat
title_full Proseduraaliset loputtoman 3D-pelimaaston generoinnin tekniikat
title_fullStr Proseduraaliset loputtoman 3D-pelimaaston generoinnin tekniikat Proseduraaliset loputtoman 3D-pelimaaston generoinnin tekniikat
title_full_unstemmed Proseduraaliset loputtoman 3D-pelimaaston generoinnin tekniikat Proseduraaliset loputtoman 3D-pelimaaston generoinnin tekniikat
title_short Proseduraaliset loputtoman 3D-pelimaaston generoinnin tekniikat
title_sort proseduraaliset loputtoman 3d pelimaaston generoinnin tekniikat
title_txtP Proseduraaliset loputtoman 3D-pelimaaston generoinnin tekniikat
topic proseduraalinen generointi pelinkehitys pelimaailma maaston generointi 3D Tietotekniikka Mathematical Information Technology tietokonepelit digitaaliset pelit
topic_facet 3D Mathematical Information Technology Tietotekniikka digitaaliset pelit generointi maaston generointi pelimaailma pelinkehitys proseduraalinen tietokonepelit
url https://jyx.jyu.fi/handle/123456789/101922 http://www.urn.fi/URN:NBN:fi:jyu-202505124163
work_keys_str_mv AT malmstenmikael proseduraalisetloputtoman3dpelimaastongeneroinnintekniikat