Agenttipohjainen proseduraalinen maaston generointi peleissä

Proseduraalinen maaston generointi on yleinen tapa luoda sisältöä peleihin ilman suurta ihmistyöpanosta. Useimmat tähän käytetyt metodit käyttävät toimintaperiaatteenaan kohinoita ja matemaattisia algoritmeja jotka usein ovat vaikeasti ymmärrettäviä sekä huonosti hallittavissa. Tässä tutkielmassa se...

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Main Author: Rajala, Joonas
Other Authors: Informaatioteknologian tiedekunta, Faculty of Information Technology, Informaatioteknologia, Information Technology, Jyväskylän yliopisto, University of Jyväskylä
Format: Bachelor's thesis
Language:fin
Published: 2020
Subjects:
Online Access: https://jyx.jyu.fi/handle/123456789/71954
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author Rajala, Joonas
author2 Informaatioteknologian tiedekunta Faculty of Information Technology Informaatioteknologia Information Technology Jyväskylän yliopisto University of Jyväskylä
author_facet Rajala, Joonas Informaatioteknologian tiedekunta Faculty of Information Technology Informaatioteknologia Information Technology Jyväskylän yliopisto University of Jyväskylä Rajala, Joonas Informaatioteknologian tiedekunta Faculty of Information Technology Informaatioteknologia Information Technology Jyväskylän yliopisto University of Jyväskylä
author_sort Rajala, Joonas
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description Proseduraalinen maaston generointi on yleinen tapa luoda sisältöä peleihin ilman suurta ihmistyöpanosta. Useimmat tähän käytetyt metodit käyttävät toimintaperiaatteenaan kohinoita ja matemaattisia algoritmeja jotka usein ovat vaikeasti ymmärrettäviä sekä huonosti hallittavissa. Tässä tutkielmassa selvitetään millainen on ohjelmistoagentteja käyttävä vaihtoehto ja mitkä ovat sen edut. Procedural terrain generation is a popular method for generating content for video games without large investment of manpower. Many of the methods used for this are based on different types of noise or mathematics that are hard to understand and control. This paper explores a method of terrain generation that utilizes software agents and the advantages of it.
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spellingShingle Rajala, Joonas Agenttipohjainen proseduraalinen maaston generointi peleissä proseduraalinen generaatio ohjelmistoagentti maaston luonti Tietotekniikka Mathematical Information Technology 602 ohjelmointi pelit tietokonepelit
title Agenttipohjainen proseduraalinen maaston generointi peleissä
title_full Agenttipohjainen proseduraalinen maaston generointi peleissä
title_fullStr Agenttipohjainen proseduraalinen maaston generointi peleissä Agenttipohjainen proseduraalinen maaston generointi peleissä
title_full_unstemmed Agenttipohjainen proseduraalinen maaston generointi peleissä Agenttipohjainen proseduraalinen maaston generointi peleissä
title_short Agenttipohjainen proseduraalinen maaston generointi peleissä
title_sort agenttipohjainen proseduraalinen maaston generointi peleissä
title_txtP Agenttipohjainen proseduraalinen maaston generointi peleissä
topic proseduraalinen generaatio ohjelmistoagentti maaston luonti Tietotekniikka Mathematical Information Technology 602 ohjelmointi pelit tietokonepelit
topic_facet 602 Mathematical Information Technology Tietotekniikka maaston luonti ohjelmistoagentti ohjelmointi pelit proseduraalinen generaatio tietokonepelit
url https://jyx.jyu.fi/handle/123456789/71954 http://www.urn.fi/URN:NBN:fi:jyu-202010016034
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