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http://hdl.handle.net/2183/39528 Sistema de generación procedural de escenarios 3D basado en WFC (Wave Function Collapse)
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Ramos Lloves, Manuel
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Universidade da Coruña. Facultade de Informática
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Abstract
[Resumen]: En la actualidad, el proceso de diseño de los escenarios es una de las áreas con mayor importancia dentro del desarrollo de videojuegos, por lo que la capacidad de generar escenarios a partir de algoritmos es una materia de gran interés para las desarrolladoras. La generación procedural es la que se encarga de esta funcionalidad. Hay varias técnicas para este tipo de generación, pero últimamente hay una que está aumentando su popularidad entre los desarrolladores, WFC (Wave Function Collapse). Este algoritmo permite unos resultados más consistentes y realistas, por lo que es el seleccionado para este proyecto, donde se creará una herramienta de generación procedural en Unity para creación de escenarios 3D.
[Abstract]: Present day, the environment design process is one of the most important areas in the video game development, so the capability of environment generation with algorithms is a subject of great interest for developers. Procedural generation is the one in charge of this functionality. There are some techniques for this type of generation, but lately there is one that is growing his popularity between developers, WFC (Wave Function Collapse). This algorithm allows more consistent and realistic results so it is the technique chosen for this project, where a procedural generation tool in Unity for 3D environment creation is going to be created.
[Abstract]: Present day, the environment design process is one of the most important areas in the video game development, so the capability of environment generation with algorithms is a subject of great interest for developers. Procedural generation is the one in charge of this functionality. There are some techniques for this type of generation, but lately there is one that is growing his popularity between developers, WFC (Wave Function Collapse). This algorithm allows more consistent and realistic results so it is the technique chosen for this project, where a procedural generation tool in Unity for 3D environment creation is going to be created.
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