PROCEDURAL CONTENT GENERATION DELAUNAY TRIANGULATION ALGORITHM MODIFICATION FOR VIDEOGAME DUNGEON WITH ROGUELIKE GENRE
PProcedural Content Generation (PCG) algorithm is often used in videogame, for example Diablo III (Blizzard, 2012) and Minecraft (Mojang, 2011). PCG is a technique that uses programming algorithm to generate content when the program is running. PCG is used to save computer memory and save time and m...
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id-itb.:286402018-10-01T08:58:50ZPROCEDURAL CONTENT GENERATION DELAUNAY TRIANGULATION ALGORITHM MODIFICATION FOR VIDEOGAME DUNGEON WITH ROGUELIKE GENRE Cahyadi Kurniawan - NIM : 13513061 , Lucky Indonesia Final Project INSTITUT TEKNOLOGI BANDUNG https://digilib.itb.ac.id/gdl/view/28640 PProcedural Content Generation (PCG) algorithm is often used in videogame, for example Diablo III (Blizzard, 2012) and Minecraft (Mojang, 2011). PCG is a technique that uses programming algorithm to generate content when the program is running. PCG is used to save computer memory and save time and money in the development process. PCG has been used for a long time, but the research for PCG algorithm has just begun a few years back. Research for PCG algorithm is still in progress because the existing PCG algorithms are still far from the envisioned PCG. The problem statements in this final project is how to modify PCG Delaunay Triangulation algorithm to generate complex dungeon, how to compare the original PCG Delaunay Triangulation with the modified one. And how to search the path that can be used to reach another room from one room. The method used in this final project is doing literature review, analysis, planning, implementing, and evaluating the implemented result. The implemented result can be said to be good enough in solving the problem statements stated in this final project. Functional testing resulting in good result. Meanwhile, in comparison testing between the modified algorithm and the original algorithm excels in controllability property but fall behind in speed property of the PCG. The modified algorithm testing also show that it could show the path that could be used by the user to reach the destination. text |
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PProcedural Content Generation (PCG) algorithm is often used in videogame, for example Diablo III (Blizzard, 2012) and Minecraft (Mojang, 2011). PCG is a technique that uses programming algorithm to generate content when the program is running. PCG is used to save computer memory and save time and money in the development process. PCG has been used for a long time, but the research for PCG algorithm has just begun a few years back. Research for PCG algorithm is still in progress because the existing PCG algorithms are still far from the envisioned PCG. The problem statements in this final project is how to modify PCG Delaunay Triangulation algorithm to generate complex dungeon, how to compare the original PCG Delaunay Triangulation with the modified one. And how to search the path that can be used to reach another room from one room. The method used in this final project is doing literature review, analysis, planning, implementing, and evaluating the implemented result. The implemented result can be said to be good enough in solving the problem statements stated in this final project. Functional testing resulting in good result. Meanwhile, in comparison testing between the modified algorithm and the original algorithm excels in controllability property but fall behind in speed property of the PCG. The modified algorithm testing also show that it could show the path that could be used by the user to reach the destination. |
format |
Final Project |
author |
Cahyadi Kurniawan - NIM : 13513061 , Lucky |
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Cahyadi Kurniawan - NIM : 13513061 , Lucky PROCEDURAL CONTENT GENERATION DELAUNAY TRIANGULATION ALGORITHM MODIFICATION FOR VIDEOGAME DUNGEON WITH ROGUELIKE GENRE |
author_facet |
Cahyadi Kurniawan - NIM : 13513061 , Lucky |
author_sort |
Cahyadi Kurniawan - NIM : 13513061 , Lucky |
title |
PROCEDURAL CONTENT GENERATION DELAUNAY TRIANGULATION ALGORITHM MODIFICATION FOR VIDEOGAME DUNGEON WITH ROGUELIKE GENRE |
title_short |
PROCEDURAL CONTENT GENERATION DELAUNAY TRIANGULATION ALGORITHM MODIFICATION FOR VIDEOGAME DUNGEON WITH ROGUELIKE GENRE |
title_full |
PROCEDURAL CONTENT GENERATION DELAUNAY TRIANGULATION ALGORITHM MODIFICATION FOR VIDEOGAME DUNGEON WITH ROGUELIKE GENRE |
title_fullStr |
PROCEDURAL CONTENT GENERATION DELAUNAY TRIANGULATION ALGORITHM MODIFICATION FOR VIDEOGAME DUNGEON WITH ROGUELIKE GENRE |
title_full_unstemmed |
PROCEDURAL CONTENT GENERATION DELAUNAY TRIANGULATION ALGORITHM MODIFICATION FOR VIDEOGAME DUNGEON WITH ROGUELIKE GENRE |
title_sort |
procedural content generation delaunay triangulation algorithm modification for videogame dungeon with roguelike genre |
url |
https://digilib.itb.ac.id/gdl/view/28640 |
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