Lizenz: | Titel: | Techniken der Prozeduralen Generierung für Dreidimensionale Dungeons in Videospielen | Sprache: | Deutsch | Autorenschaft: | Santen, Börje | Erscheinungsdatum: | 12-Mai-2017 | Zusammenfassung: | - My first contact with procedural content was the game Diablo (1997) and his successor Diablo 2 (2000), they generated the world, object properties and names of the enemies. I was especially fascinated from the random looking dungeons, this is why I always got back to similar games. The application of procedural generation (PG), independent from a specific technique or area of application, is a important part of video game production. The necessity of this technique is increasing over the years in all operational areas for the development. The use of PG in an industry in which I'm interested, for an application which is fascinating me for over 15 year has motivated me to write my bachelorthesis over “Technique of Procedural Generation for three-dimensional Dungeons in Videogames”. |
URI: | http://hdl.handle.net/20.500.12738/7974 | Einrichtung: | Department Medientechnik | Dokumenttyp: | Abschlussarbeit | Abschlussarbeitentyp: | Bachelorarbeit | Hauptgutachter*in: | Weitz, Andreas | Gutachter*in der Arbeit: | Plaß, Hans-Jörg |
Enthalten in den Sammlungen: | Theses |
Dateien zu dieser Ressource:
Datei | Beschreibung | Größe | Format | |
---|---|---|---|---|
BachelorArbeit.pdf | 779.49 kB | Adobe PDF | Öffnen/Anzeigen |
Feedback zu diesem Datensatz
Export
Alle Ressourcen in diesem Repository sind urheberrechtlich geschützt.