Zobrazeno 1 - 10
of 1 086
pro vyhledávání: '"Procedural content generation"'
Publikováno v:
International Journal of Pervasive Computing and Communications, 2024, Vol. 20, Issue 3, pp. 345-364.
Externí odkaz:
http://www.emeraldinsight.com/doi/10.1108/IJPCC-11-2023-0314
Autor:
Hrvoje Puškarić
Publikováno v:
Journal of Innovations in Business and Industry, Vol 2, Iss 2, Pp 61-68 (2024)
Game development is a complex and time-consuming process that requires the use of specialized tools and technologies to create immersive and engaging game worlds. Game world design theory involves creating a virtual environment that is immersive, eng
Externí odkaz:
https://doaj.org/article/f2c17b341a2147fa9cf59890c21c55ea
Autor:
Lazaros Lazaridis, George F. Fragulis
Publikováno v:
Computers, Vol 13, Iss 11, p 304 (2024)
Procedural content generation (PCG) algorithms have become increasingly vital in video games developed by small studios due to their ability to save time while creating diverse and engaging environments, significantly enhancing replayability by ensur
Externí odkaz:
https://doaj.org/article/67d666edcde94051a0cd94b0d8447bdc
Publikováno v:
Applied Sciences, Vol 14, Iss 20, p 9416 (2024)
This document presents a study of the board game Micro Robots and the development of a pipeline for the generation and validation of new boards of variable sizes. The implementation was carried out in the C# language, using graph theory and a depth-f
Externí odkaz:
https://doaj.org/article/b9b189c838fb4db4b09db9ecec239a3c
Akademický článek
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Autor:
Flávio Coutinho, Luiz Chaimowicz
Publikováno v:
Graphical Models, Vol 132, Iss , Pp 101213- (2024)
Asset creation in game development usually requires multiple iterations until a final version is achieved. This iterative process becomes more significant when the content is pixel art, in which the artist carefully places each pixel. We hypothesize
Externí odkaz:
https://doaj.org/article/9cd3cc501bea4dc4820edffc09b93a3b
Autor:
David Barranco-i-Reixachs, Cristina Bravo, Helena Fernández-Lago, Jordi Martínez-Soldevila, Oriol Martínez-Navarro, Maria Masbernat-Almenara, Francesc Rubí-Carnacea
Publikováno v:
Education Sciences, Vol 14, Iss 10, p 1049 (2024)
Case-based learning (CBL) is an educational method widely used in health professional training, emphasizing theoretical knowledge’s practical application. However, traditional CBL has many challenges related to the complexity and accessibility of c
Externí odkaz:
https://doaj.org/article/1dd5140e45334f7184dde7e7e248ec6d
Autor:
Hans Schaa, Nicolas A. Barriga
Publikováno v:
Algorithms, Vol 17, Iss 7, p 307 (2024)
Procedural Content Generation for video games (PCG) is widely used by today’s video game industry to create huge open worlds or enhance replayability. However, there is little scientific evidence that these systems produce high-quality content. In
Externí odkaz:
https://doaj.org/article/f1cc7e9b05254dd283a14302e2d5a618
Publikováno v:
Egyptian Informatics Journal, Vol 24, Iss 2, Pp 191-203 (2023)
Novice programmers struggle to comprehend specific programming constructs such as arrays, recursion, and loops. One way to address this challenge is to provide practice problems for students in these topics that are considered difficult to comprehend
Externí odkaz:
https://doaj.org/article/6d33c09603fb47b09c0b62798da85947
Publikováno v:
Alexandria Engineering Journal, Vol 72, Iss , Pp 479-494 (2023)
A level generator is a tool that generates game levels from noise. Training a generator without a dataset suffers from feedback sparsity, since it is unlikely to generate a playable level via random exploration. A common solution is shaped rewards, w
Externí odkaz:
https://doaj.org/article/466832e7906f4ecf92e9bcc18fd13a81