Yleisten pelikenttien proseduraalisen generoinnin metodit

Proseduraalinen kenttien generointi on viime vuosina noussut indie-pelikehittäjien suosioon, sillä sen avulla voidaan peleihin luoda paljon sisältöä suhteellisen pienellä työmäärällä. Tässä tutkielmassa tarkastellaan yleisten kenttien proseduraalisen generoinnin metodeita. Tarkastelun pohjaksi tutki...

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Main Author: Karttunen, Joonas
Other Authors: Informaatioteknologian tiedekunta, Faculty of Information Technology, Informaatioteknologia, Information Technology, University of Jyväskylä, Jyväskylän yliopisto
Format: Bachelor's thesis
Language:fin
Published: 2016
Subjects:
Online Access: https://jyx.jyu.fi/handle/123456789/49776
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author Karttunen, Joonas
author2 Informaatioteknologian tiedekunta Faculty of Information Technology Informaatioteknologia Information Technology University of Jyväskylä Jyväskylän yliopisto
author_facet Karttunen, Joonas Informaatioteknologian tiedekunta Faculty of Information Technology Informaatioteknologia Information Technology University of Jyväskylä Jyväskylän yliopisto Karttunen, Joonas Informaatioteknologian tiedekunta Faculty of Information Technology Informaatioteknologia Information Technology University of Jyväskylä Jyväskylän yliopisto
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description Proseduraalinen kenttien generointi on viime vuosina noussut indie-pelikehittäjien suosioon, sillä sen avulla voidaan peleihin luoda paljon sisältöä suhteellisen pienellä työmäärällä. Tässä tutkielmassa tarkastellaan yleisten kenttien proseduraalisen generoinnin metodeita. Tarkastelun pohjaksi tutkielmassa käsitellään myös eri kenttätyyppien vaatimuksia ja ominaisuuksia. Lopuksi eri metodityyppejä myös vertaillaan keskenään. In recent years, procedural generation of game levels has risen to popularity among indie game developers, because it enables creation of game content with relatively small workload. In this paper, procedural generation methods of general game levels will be explored. As a basis for this exploration, the requirements and characteristics of different types of game levels will also be discussed. Finally, different types of generation methods will be compared with each other.
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spellingShingle Karttunen, Joonas Yleisten pelikenttien proseduraalisen generoinnin metodit proseduraalinen generointi pelikenttä pelit proseduraalisen generoinnin metodit Tietotekniikka Mathematical Information Technology
title Yleisten pelikenttien proseduraalisen generoinnin metodit
title_full Yleisten pelikenttien proseduraalisen generoinnin metodit
title_fullStr Yleisten pelikenttien proseduraalisen generoinnin metodit Yleisten pelikenttien proseduraalisen generoinnin metodit
title_full_unstemmed Yleisten pelikenttien proseduraalisen generoinnin metodit Yleisten pelikenttien proseduraalisen generoinnin metodit
title_short Yleisten pelikenttien proseduraalisen generoinnin metodit
title_sort yleisten pelikenttien proseduraalisen generoinnin metodit
title_txtP Yleisten pelikenttien proseduraalisen generoinnin metodit
topic proseduraalinen generointi pelikenttä pelit proseduraalisen generoinnin metodit Tietotekniikka Mathematical Information Technology
topic_facet Mathematical Information Technology Tietotekniikka pelikenttä pelit proseduraalinen generointi proseduraalisen generoinnin metodit
url https://jyx.jyu.fi/handle/123456789/49776 http://www.urn.fi/URN:NBN:fi:jyu-201605132543
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