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Title:Proceduralno generiranje sveta v 3D računalniški igri, temelječi na kockah, v ogrodju libGDX : diplomsko delo
Authors:ID Napast, Klemen (Author)
ID Črepinšek, Matej (Mentor) More about this mentor... New window
ID Moravec, Matej (Comentor)
Files:.pdf VS_Napast_Klemen_2023.pdf (2,29 MB)
MD5: C243FBFA483F3D1550FA174C76343B97
 
Language:Slovenian
Work type:Bachelor thesis/paper
Typology:2.11 - Undergraduate Thesis
Organization:FERI - Faculty of Electrical Engineering and Computer Science
Abstract:Čeprav so računalniki v današnjem času zelo zmogljivi, proceduralno generiranje naključnega sveta v realnem času predstavlja zelo velik izziv, saj brez pravilne optimizacije program ne deluje dovolj hitro, kar lahko vpliva na igralčevo izkušnjo in posledično onemogoči uspešnost njegovega igranja. V diplomskem delu smo preučili metode in rešitve za čim bolj optimalno generiranje na kockah temelječega naključnega sveta. Prav tako pa smo izdelali računalniško igro v ogrodju libGDX, v katerem lahko igralec upravlja z naključno generiranim svetom in ga raziskuje.
Keywords:proceduralno generiranje, libGDX, java, računalniške igre
Place of publishing:Maribor
Place of performance:Maribor
Publisher:[K. Napast]
Year of publishing:2023
Number of pages:1 spletni vir (1 datoteka PDF (XII, 46 f.))
PID:20.500.12556/DKUM-84634 New window
UDC:004.96.031.43(043.2)
COBISS.SI-ID:176914691 New window
Publication date in DKUM:18.08.2023
Views:813
Downloads:132
Metadata:XML DC-XML DC-RDF
Categories:KTFMB - FERI
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Licences

License:CC BY 4.0, Creative Commons Attribution 4.0 International
Link:http://creativecommons.org/licenses/by/4.0/
Description:This is the standard Creative Commons license that gives others maximum freedom to do what they want with the work as long as they credit the author.
Licensing start date:02.07.2023

Secondary language

Language:English
Title:Procedural generation of a block-based world in a 3D computer game using the libGDX framework
Abstract:Today, computers are very powerful machines, but procedural generation of a random terrain is still no easy task, even for the most modern computers. Without proper optimization, the program will not run as fast as it should, and it can severely impact the gameplay, making the game unplayable. In this thesis, we have researched methods and solutions for optimal random procedural terrain generation. We implemented these algorithms in a video game made with libGDX framework, where the player spawns in a randomly generated world, which he can research and manipulate with.
Keywords:procedural generation, libGDX, Java, videogame


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