REVIEW OF METODS OF ENVIRONMENT GENERATION IN COMPUTER GAMES

Authors

  • Oleksandr Sukhobrus National Technical University of Ukraine “Igor Sikorsky Kyiv Polytechnic Institute”, Ukraine
  • Pavlo Rehida National Technical University of Ukraine “Igor Sikorsky Kyiv Polytechnic Institute”, Ukraine

Abstract

The article discusses different approaches to generating an environment in computer games. The article is divided into an overview of the main technology for creating natural landscapes and several modifications of methods of creating man-made structures made of rooms connected by corridors.

References

Albert Carri´on D´ıaz. (Spring 2015). Procedural generation applied to a video (pp. 19-20)

Eevee. ( 2016, May 29). Perlin noise. [Blog post] Retrieved from https://eev.ee/blog/2016/05/29/perlin-noise/

Lluis Esquerda. (2013, December 22). Dungeon generation using BSP trees. [Blog post] Retrieved from https://eskerda.com/bsp-dungeon-generation/

Josh Ge. (2014, June 20). Mapgen: Tunneling Algorithm. [Blog post] Retrieved from https://www.gridsagegames.com/blog/2014/06/mapgen-tunneling-algorithm/

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Published

2023-06-08

Issue

Section

Security, Fault Tolerance