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  • About
  • The Global ETD Search service is a free service for researchers to find electronic theses and dissertations. This service is provided by the Networked Digital Library of Theses and Dissertations.
    Our metadata is collected from universities around the world. If you manage a university/consortium/country archive and want to be added, details can be found on the NDLTD website.
1

Gera??o procedural de cen?rios orientada a objetivos

Duarte, Philip Michel 26 February 2012 (has links)
Made available in DSpace on 2014-12-17T15:48:00Z (GMT). No. of bitstreams: 1 PhilipMD_DISSERT.pdf: 3999230 bytes, checksum: fd3b6c186bc10448c63b511e10e6017e (MD5) Previous issue date: 2012-02-26 / Conselho Nacional de Desenvolvimento Cient?fico e Tecnol?gico / The game industry has been experiencing a consistent increase in production costs of games lately. Part of this increase refers to the current trend of having bigger, more interactive and replayable environments. This trend translates to an increase in both team size and development time, which makes game development a even more risky investment and may reduce innovation in the area. As a possible solution to this problem, the scientific community is focusing on the generation of procedural content and, more specifically, on procedurally generated levels. Given the great diversity and complexity of games, most works choose to deal with a specific genre, platform games being one of the most studied. This work aims at proposing a procedural level generation method for platform/adventure games, a fairly more complex genre than most classic platformers which so far has not been the subject of study from other works. The level generation process was divided in two steps, planning and viusal generation, respectively responsible for generating a compact representation of the level and determining its view. The planning stage was divided in game design and level design, and uses a goaloriented process to output a set of rooms. The visual generation step receives a set of rooms and fills its interior with the appropriate parts of previously authored geometry / Recentemente a ind?stria de jogos vem experimentando um aumento consistente nos custos de produ??o de jogos. Parte deste aumento ? referente ? tend?ncia atual de se ter ambientes cada vez maiores, mais interativos e rejog?veis. Esta tend?ncia se reflete num aumento das equipes e do tempo de desenvolvimento, o que torna o desenvolvimento de jogos um investimento de risco e pode reduzir a inova??o na ?rea. Como uma poss?vel solu??o para este problema, a comunidade cient?fica vem apostando na gera??o procedural de conte?do e, mais especificamente, na gera??o procedural de cen?rios. Dada a grande diversidade e complexidade dos jogos, a maioria dos trabalhos opta por trabalhar em g?neros espec?ficos, sendo os jogos de plataforma um dos g?neros mais estudados. Este trabalho prop?e um m?todo de gera??o de cen?rios para jogos de plataforma/ aventura, um g?nero mais complexo que jogos de plataforma cl?ssicos e que at? o momento n?o foi alvo de estudo de outros trabalhos. Dividimos a gera??o de cen?rios em etapas de planejamento e gera??o visual, respons?veis respectivamente por gerar proceduralmente uma representa??o compacta de cen?rio e determinar sua visualiza??o. A etapa de planejamento se divide em game design e level design, e se utiliza de um processo orientado a objetivos para produzir como sa?da um conjunto de salas. A etapa de gera??o visual recebe um conjunto de salas e preenche seus interiores com partes adequadas de geometria previamente constru?das

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