Differences

This shows you the differences between two versions of the page.

Link to this comparison view

Both sides previous revision Previous revision
Next revision
Previous revision
Next revision Both sides next revision
theme:procedural_generation_of_rpg_maps [2016/03/26 09:11]
jakub.gemrot
theme:procedural_generation_of_rpg_maps [2016/03/26 09:20]
jakub.gemrot
Line 22: Line 22:
 </tr> </tr>
 <tr> <tr>
-<td valign="top"  style="border-bottom: 1px solid lightgray;">Description:</td>+<td valign="top" style="border-bottom: 1px solid lightgray;">Description:</td>
 <td> </td> <td> </td>
 <td><font color="black"> <td><font color="black">
-The aim of this thesis is to create a system that can generate 2D maps for rogue-like games.+This is actually a "multi-topic" theme that can be shaped in various directions. The aim of such thesis is to create a system that can generate 3D maps for some game.
 <p><p> <p><p>
-You will design a pluggable system that can generate a map given the set of plugins and designer's input. The idea is to generate the map in a hierarchical mannerdividing it to smaller areas that are given as inputs to "area/building/room/items plugins". The map will be hierarchically defined by the designer (e.g. its a village with 5 houses, a shop, 2 farms, stables and a pond + there is a stream running through the village with a pond) together with constraints (stables are near the farmone of the house has at least 3 rooms, etc.) and the generator will try to generate an output that conforms them. If the system is done right, it should be easy to reuse it to generate whole kingdoms or reuse it for graphical grid-based games.+The topic is quite saturatedhowever I am not aware of any system that would combine everything moreover it is hard to compare different systems together as people are just describing the algorithm and some resultsThus it is unknown if those systems are compatible andwhich are actually good..
 <p><p> <p><p>
 For ideas on procedural content generation, check <a href="http://pcgbook.com">this online book</a> out. For ideas on procedural content generation, check <a href="http://pcgbook.com">this online book</a> out.
Line 39: Line 39:
 <li><a href="https://graphics.tudelft.nl/Publications-new/2011/SGKDB11a/SGKDB11a.pdf">PG World</a></li> <li><a href="https://graphics.tudelft.nl/Publications-new/2011/SGKDB11a/SGKDB11a.pdf">PG World</a></li>
 </ul> </ul>
 +<p><p>
 +Directions you may explore:
 +<ol>
 +<li>Find a PG niche (motivation: do something new), this can have more flavours:
 +    <ul>
 +        <li>PG something new</li>
 +        <li>PG something an algorithm exists for but do it better / faster</li>
 +        <li>Pick a PG theme and compare multiple algorithms together</li>
 +    </ul>
 +</li>
 +<li>Integrate multiple works together (motivation: we have N ingredients, do they blend together well?)</li>
 +</ol>
 </font></td> </font></td>
 </tr> </tr>
 </table></html> </table></html>
theme/procedural_generation_of_rpg_maps.txt · Last modified: 2016/03/26 09:21 by jakub.gemrot