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2015 | OriginalPaper | Buchkapitel

Procedural Generation of Adjustable Terrain for Application in Computer Games Using 2D Maps

verfasst von : Izabella Antoniuk, Przemysław Rokita

Erschienen in: Pattern Recognition and Machine Intelligence

Verlag: Springer International Publishing

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Abstract

This paper describes method for generating 3D terrain for usage in computer games by processing set of 2D maps and employing of user-specified parameters. Most of existing solutions don’t allow for modifications during generation process, while introducing any changes usually requires complex activities, or is limited to adjusting input maps. We present our solution that allows not only for easy edition of created terrain, but also verification of its quality at each step of generation.

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Metadaten
Titel
Procedural Generation of Adjustable Terrain for Application in Computer Games Using 2D Maps
verfasst von
Izabella Antoniuk
Przemysław Rokita
Copyright-Jahr
2015
DOI
https://doi.org/10.1007/978-3-319-19941-2_8

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