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Procedural generation of a city quarter

Jan Juvan (2015) Procedural generation of a city quarter. EngD thesis.

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    The goal of the thesis is to show the advantage of procedural content gener- ation and to review the current situation in this eld. Reducing development costs is an excellent tactic to obtain a competitive advantage over other companies that are engaged in developing games, which can be achieved by removing the need for a larger number of designers. We can achieve that with the introduction of procedural algorithms for generat- ing content. A programmer in cooperation with an artist can, in this way, achieve much more than a large group of artists. These algorithms also allow individual artists or small businesses to create content-rich games and allow for the creation of unexpected forms. To create a program that generates content, one needs a clear understand- ing of the content being generated, in the case of this work, city quarter. The thesis deals with the urban form and analysis of its components. The second objective of this thesis is to write a program for generating city quarters, the result of which achieves the desired characteristics for use in games. Created levels should be playable, visually appealing and not give the impression of being generated by a procedural algorithm, but rather seem to be the work of humans.

    Item Type: Thesis (EngD thesis)
    Keywords: Procedural content generation, city structure, generating urban forms
    Number of Pages: 56
    Language of Content: Slovenian
    Mentor / Comentors:
    Name and SurnameIDFunction
    prof. dr. Branko Šter283Mentor
    Link to COBISS: http://www.cobiss.si/scripts/cobiss?command=search&base=51012&select=(ID=1536612291)
    Institution: University of Ljubljana
    Department: Faculty of Computer and Information Science
    Item ID: 3098
    Date Deposited: 14 Sep 2015 14:36
    Last Modified: 30 Oct 2015 12:19
    URI: http://eprints.fri.uni-lj.si/id/eprint/3098

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