About procedural generation of the content and its use at the creation of computer games
Journal Title: Комп’ютерне моделювання: аналіз, управління, оптимізація - Year 2018, Vol 1, Issue 1
Abstract
Procedural generation of content is crucial when creating various elements of computer games, such as game levels, buildings, textures, weapons, faces of non-player characters, trees, bushes, etc. Procedural generation is understood as a process of automatic creation of various parts of a game by mixing various input data. In the paper this process is demonstrated by the example of modeling of a room with different dimensions and different number of outputs. In case of proper implementation, it is possible to base more than 90% of a game on procedural generation of content, which saves a significant amount of memory used for content storage. The paper presents a brief overview of the first systems of game generation, their development path from participation in the creation of small levels to participation in the creation of whole games. One of the first games based on the use of procedural generation was Rogue, which spawned a whole genre called roguelike. The paper considers examples of the successful application of various procedural generation algorithms in games of different genres such as: complex dynamic relationships in Crusader Kings II; unique enemies in Shadow of Mordor; procedural generation of the world in Civilization. Examples of use of procedural generation in other spheres, such as modeling 3D objects, or work of artists, are given. The algorithm for procedural generation of the game level is developed. A level is constructed from the cells depending on various options for constructing the level – with clear and free boundaries, the formation of the cells with possible output options, constructing their set and implementing the passages between neighboring cells. The implementation of the proposed algorithm for procedural generation of a level built on cells will allow creating a universal program for the formation of various levels (maps) and can be further integrated into the game, which saves considerable time and resources.
Authors and Affiliations
Г. Н. Кодола, О. Р. Денесюк, М. А. Хребет
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