Maaston proseduraalisen generoinnin menetelmät videopeleissä ja niiden kontrolloitavuus

Pelimaailmojen proseduraalinen luonti vähentää sisällön tuottamiseen kuluvia kustannuksia. Tutkielmassa käydään läpi videopeleissä käytettyjä proseduraalisia maastonluontimenetelmiä ja arvioidaan niiden kontrolloitavuutta. Menetelmien hyvä ohjattavuus on tärkeää, jotta maaston piirteet voidaan asett...

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Main Author: Lammi, Mika
Other Authors: Informaatioteknologian tiedekunta, Faculty of Information Technology, Informaatioteknologia, Information Technology, Jyväskylän yliopisto, University of Jyväskylä
Format: Bachelor's thesis
Language:fin
Published: 2022
Subjects:
Online Access: https://jyx.jyu.fi/handle/123456789/80242
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author Lammi, Mika
author2 Informaatioteknologian tiedekunta Faculty of Information Technology Informaatioteknologia Information Technology Jyväskylän yliopisto University of Jyväskylä
author_facet Lammi, Mika Informaatioteknologian tiedekunta Faculty of Information Technology Informaatioteknologia Information Technology Jyväskylän yliopisto University of Jyväskylä Lammi, Mika Informaatioteknologian tiedekunta Faculty of Information Technology Informaatioteknologia Information Technology Jyväskylän yliopisto University of Jyväskylä
author_sort Lammi, Mika
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description Pelimaailmojen proseduraalinen luonti vähentää sisällön tuottamiseen kuluvia kustannuksia. Tutkielmassa käydään läpi videopeleissä käytettyjä proseduraalisia maastonluontimenetelmiä ja arvioidaan niiden kontrolloitavuutta. Menetelmien hyvä ohjattavuus on tärkeää, jotta maaston piirteet voidaan asettaa halutunlaisiksi intuitiivisella tavalla. Erityisesti agenttipohjaiset menetelmät osoittautuvat hyviksi ohjattavuudeltaan. Jatkotutkimuksia proseduraalisten menetelmien kontrolloitavuudesta kaivataan. Procedurally generating virtual game worlds can lower the cost of content production. This thesis surveys different procedural terrain generation methods and aims to evaluate their controllability. Good controllability of these methods is important so that designers can define features of the produced terrain in an intuitive way. This thesis concludes that especially agent based methods have good controllability. Further research that addresses the controllability of procedural content generation methods would be beneficial.
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spellingShingle Lammi, Mika Maaston proseduraalisen generoinnin menetelmät videopeleissä ja niiden kontrolloitavuus proseduraalinen generointi synteettinen luonti maasto kartat pelimaailmat Tietotekniikka Mathematical Information Technology 602 pelit fraktaalit videopelit
title Maaston proseduraalisen generoinnin menetelmät videopeleissä ja niiden kontrolloitavuus
title_full Maaston proseduraalisen generoinnin menetelmät videopeleissä ja niiden kontrolloitavuus
title_fullStr Maaston proseduraalisen generoinnin menetelmät videopeleissä ja niiden kontrolloitavuus Maaston proseduraalisen generoinnin menetelmät videopeleissä ja niiden kontrolloitavuus
title_full_unstemmed Maaston proseduraalisen generoinnin menetelmät videopeleissä ja niiden kontrolloitavuus Maaston proseduraalisen generoinnin menetelmät videopeleissä ja niiden kontrolloitavuus
title_short Maaston proseduraalisen generoinnin menetelmät videopeleissä ja niiden kontrolloitavuus
title_sort maaston proseduraalisen generoinnin menetelmät videopeleissä ja niiden kontrolloitavuus
title_txtP Maaston proseduraalisen generoinnin menetelmät videopeleissä ja niiden kontrolloitavuus
topic proseduraalinen generointi synteettinen luonti maasto kartat pelimaailmat Tietotekniikka Mathematical Information Technology 602 pelit fraktaalit videopelit
topic_facet 602 Mathematical Information Technology Tietotekniikka fraktaalit kartat luonti maasto pelimaailmat pelit proseduraalinen generointi synteettinen videopelit
url https://jyx.jyu.fi/handle/123456789/80242 http://www.urn.fi/URN:NBN:fi:jyu-202203211939
work_keys_str_mv AT lammimika maastonproseduraalisengeneroinninmenetelmätvideopeleissäjaniidenkontrolloitavuus