Kolmiulotteisen maaston generoinnin metodit peleissä

Videopeleissä on viimeisten vuosien varrella sisällön määrä kasvanut runsaasti. Sisältöä luodaan proseduraalisesti generoiden, jotta säästetään aikaa ja resursseja. Tässä tutkielmassa käsitellään erilaisia kolmiuloitteisen maaston proseduraalisen generoinnin menetelmiä, jotka ovat jaettu fraktaali-,...

Full description

Bibliographic Details
Main Author: Ilmonen, Aleksi
Other Authors: Informaatioteknologian tiedekunta, Faculty of Information Technology, Informaatioteknologia, Information Technology, Jyväskylän yliopisto, University of Jyväskylä
Format: Bachelor's thesis
Language:fin
Published: 2021
Subjects:
Online Access: https://jyx.jyu.fi/handle/123456789/75789
_version_ 1828193204858519552
author Ilmonen, Aleksi
author2 Informaatioteknologian tiedekunta Faculty of Information Technology Informaatioteknologia Information Technology Jyväskylän yliopisto University of Jyväskylä
author_facet Ilmonen, Aleksi Informaatioteknologian tiedekunta Faculty of Information Technology Informaatioteknologia Information Technology Jyväskylän yliopisto University of Jyväskylä Ilmonen, Aleksi Informaatioteknologian tiedekunta Faculty of Information Technology Informaatioteknologia Information Technology Jyväskylän yliopisto University of Jyväskylä
author_sort Ilmonen, Aleksi
datasource_str_mv jyx
description Videopeleissä on viimeisten vuosien varrella sisällön määrä kasvanut runsaasti. Sisältöä luodaan proseduraalisesti generoiden, jotta säästetään aikaa ja resursseja. Tässä tutkielmassa käsitellään erilaisia kolmiuloitteisen maaston proseduraalisen generoinnin menetelmiä, jotka ovat jaettu fraktaali-, agentti ja hakupohjaisiin menetelmiin. Lopuksi pohditaan jokaisten menetelmien vahvuuksia eri tilanteissa. The amount of content in video games has increased radically in the past few years. Content is being generated procedurally to save time and money. In this paper, different kinds of methods of procedural generation of three-dimensional terrain, which are categorized as fractal-, agent- and search-based methods, are discussed. Finally, the pros of each method in different situations are considered.
first_indexed 2021-05-20T20:00:45Z
format Kandityö
free_online_boolean 1
fullrecord [{"key": "dc.contributor.advisor", "value": "Rossi, Tuomo", "language": "", "element": "contributor", "qualifier": "advisor", "schema": "dc"}, {"key": "dc.contributor.author", "value": "Ilmonen, Aleksi", "language": "", "element": "contributor", "qualifier": "author", "schema": "dc"}, {"key": "dc.date.accessioned", "value": "2021-05-20T07:16:39Z", "language": null, "element": "date", "qualifier": "accessioned", "schema": "dc"}, {"key": "dc.date.available", "value": "2021-05-20T07:16:39Z", "language": null, "element": "date", "qualifier": "available", "schema": "dc"}, {"key": "dc.date.issued", "value": "2021", "language": "", "element": "date", "qualifier": "issued", "schema": "dc"}, {"key": "dc.identifier.uri", "value": "https://jyx.jyu.fi/handle/123456789/75789", "language": null, "element": "identifier", "qualifier": "uri", "schema": "dc"}, {"key": "dc.description.abstract", "value": "Videopeleiss\u00e4 on viimeisten vuosien varrella sis\u00e4ll\u00f6n m\u00e4\u00e4r\u00e4 kasvanut runsaasti.\nSis\u00e4lt\u00f6\u00e4 luodaan proseduraalisesti generoiden, jotta s\u00e4\u00e4stet\u00e4\u00e4n aikaa ja resursseja. T\u00e4ss\u00e4 tutkielmassa k\u00e4sitell\u00e4\u00e4n erilaisia kolmiuloitteisen maaston proseduraalisen generoinnin menetelmi\u00e4, jotka ovat jaettu fraktaali-, agentti ja hakupohjaisiin menetelmiin. Lopuksi pohditaan jokaisten menetelmien vahvuuksia eri tilanteissa.", "language": "fi", "element": "description", "qualifier": "abstract", "schema": "dc"}, {"key": "dc.description.abstract", "value": "The amount of content in video games has increased radically in the past few\nyears. Content is being generated procedurally to save time and money. In this paper, different kinds of methods of procedural generation of three-dimensional terrain, which are categorized as fractal-, agent- and search-based methods, are discussed. Finally, the pros of each method in different situations are considered.", "language": "en", "element": "description", "qualifier": "abstract", "schema": "dc"}, {"key": "dc.description.provenance", "value": "Submitted by Paivi Vuorio (paelvuor@jyu.fi) on 2021-05-20T07:16:39Z\nNo. of bitstreams: 0", "language": "en", "element": "description", "qualifier": "provenance", "schema": "dc"}, {"key": "dc.description.provenance", "value": "Made available in DSpace on 2021-05-20T07:16:39Z (GMT). No. of bitstreams: 0\n Previous issue date: 2021", "language": "en", "element": "description", "qualifier": "provenance", "schema": "dc"}, {"key": "dc.format.extent", "value": "25", "language": "", "element": "format", "qualifier": "extent", "schema": "dc"}, {"key": "dc.language.iso", "value": "fin", "language": null, "element": "language", "qualifier": "iso", "schema": "dc"}, {"key": "dc.rights", "value": "In Copyright", "language": "en", "element": "rights", "qualifier": null, "schema": "dc"}, {"key": "dc.subject.other", "value": "maasto", "language": "", "element": "subject", "qualifier": "other", "schema": "dc"}, {"key": "dc.subject.other", "value": "generointi", "language": "", "element": "subject", "qualifier": "other", "schema": "dc"}, {"key": "dc.subject.other", "value": "proseduraalinen", "language": "", "element": "subject", "qualifier": "other", "schema": "dc"}, {"key": "dc.subject.other", "value": "korkeuskartta", "language": "", "element": "subject", "qualifier": "other", "schema": "dc"}, {"key": "dc.title", "value": "Kolmiulotteisen maaston generoinnin metodit peleiss\u00e4", "language": "", "element": "title", "qualifier": null, "schema": "dc"}, {"key": "dc.type", "value": "bachelor thesis", "language": null, "element": "type", "qualifier": null, "schema": "dc"}, {"key": "dc.identifier.urn", "value": "URN:NBN:fi:jyu-202105203051", "language": "", "element": "identifier", "qualifier": "urn", "schema": "dc"}, {"key": "dc.type.ontasot", "value": "Bachelor's thesis", "language": "en", "element": "type", "qualifier": "ontasot", "schema": "dc"}, {"key": "dc.type.ontasot", "value": "Kandidaatinty\u00f6", "language": "fi", "element": "type", "qualifier": "ontasot", "schema": "dc"}, {"key": "dc.contributor.faculty", "value": "Informaatioteknologian tiedekunta", "language": "fi", "element": "contributor", "qualifier": "faculty", "schema": "dc"}, {"key": "dc.contributor.faculty", "value": "Faculty of Information Technology", "language": "en", "element": "contributor", "qualifier": "faculty", "schema": "dc"}, {"key": "dc.contributor.department", "value": "Informaatioteknologia", "language": "fi", "element": "contributor", "qualifier": "department", "schema": "dc"}, {"key": "dc.contributor.department", "value": "Information Technology", "language": "en", "element": "contributor", "qualifier": "department", "schema": "dc"}, {"key": "dc.contributor.organization", "value": "Jyv\u00e4skyl\u00e4n yliopisto", "language": "fi", "element": "contributor", "qualifier": "organization", "schema": "dc"}, {"key": "dc.contributor.organization", "value": "University of Jyv\u00e4skyl\u00e4", "language": "en", "element": "contributor", "qualifier": "organization", "schema": "dc"}, {"key": "dc.subject.discipline", "value": "Tietotekniikka", "language": "fi", "element": "subject", "qualifier": "discipline", "schema": "dc"}, {"key": "dc.subject.discipline", "value": "Mathematical Information Technology", "language": "en", "element": "subject", "qualifier": "discipline", "schema": "dc"}, {"key": "yvv.contractresearch.funding", "value": "0", "language": "", "element": "contractresearch", "qualifier": "funding", "schema": "yvv"}, {"key": "dc.type.coar", "value": "http://purl.org/coar/resource_type/c_7a1f", "language": null, "element": "type", "qualifier": "coar", "schema": "dc"}, {"key": "dc.rights.accesslevel", "value": "openAccess", "language": null, "element": "rights", "qualifier": "accesslevel", "schema": "dc"}, {"key": "dc.type.publication", "value": "bachelorThesis", "language": null, "element": "type", "qualifier": "publication", "schema": "dc"}, {"key": "dc.subject.oppiainekoodi", "value": "602", "language": "", "element": "subject", "qualifier": "oppiainekoodi", "schema": "dc"}, {"key": "dc.subject.yso", "value": "kolmiulotteisuus", "language": null, "element": "subject", "qualifier": "yso", "schema": "dc"}, {"key": "dc.subject.yso", "value": "videopelit", "language": null, "element": "subject", "qualifier": "yso", "schema": "dc"}, {"key": "dc.subject.yso", "value": "pelit", "language": null, "element": "subject", "qualifier": "yso", "schema": "dc"}, {"key": "dc.rights.url", "value": "https://rightsstatements.org/page/InC/1.0/", "language": null, "element": "rights", "qualifier": "url", "schema": "dc"}]
id jyx.123456789_75789
language fin
last_indexed 2025-03-31T20:02:15Z
main_date 2021-01-01T00:00:00Z
main_date_str 2021
online_boolean 1
online_urls_str_mv {"url":"https:\/\/jyx.jyu.fi\/bitstreams\/6ada8a30-d7ce-4a57-ae8c-9cbffb02d7e8\/download","text":"URN:NBN:fi:jyu-202105203051.pdf","source":"jyx","mediaType":"application\/pdf"}
publishDate 2021
record_format qdc
source_str_mv jyx
spellingShingle Ilmonen, Aleksi Kolmiulotteisen maaston generoinnin metodit peleissä maasto generointi proseduraalinen korkeuskartta Tietotekniikka Mathematical Information Technology 602 kolmiulotteisuus videopelit pelit
title Kolmiulotteisen maaston generoinnin metodit peleissä
title_full Kolmiulotteisen maaston generoinnin metodit peleissä
title_fullStr Kolmiulotteisen maaston generoinnin metodit peleissä Kolmiulotteisen maaston generoinnin metodit peleissä
title_full_unstemmed Kolmiulotteisen maaston generoinnin metodit peleissä Kolmiulotteisen maaston generoinnin metodit peleissä
title_short Kolmiulotteisen maaston generoinnin metodit peleissä
title_sort kolmiulotteisen maaston generoinnin metodit peleissä
title_txtP Kolmiulotteisen maaston generoinnin metodit peleissä
topic maasto generointi proseduraalinen korkeuskartta Tietotekniikka Mathematical Information Technology 602 kolmiulotteisuus videopelit pelit
topic_facet 602 Mathematical Information Technology Tietotekniikka generointi kolmiulotteisuus korkeuskartta maasto pelit proseduraalinen videopelit
url https://jyx.jyu.fi/handle/123456789/75789 http://www.urn.fi/URN:NBN:fi:jyu-202105203051
work_keys_str_mv AT ilmonenaleksi kolmiulotteisenmaastongeneroinninmetoditpeleissä