About this item
- Title
- Distributed Architecture for Procedural Terrain Generation in Video Games
- Content partner
- Victoria University of Wellington
- Collection
- Open Access Victoria University of Wellington
- Description
<strong>Procedural generation is often used to create maps and levels in video games in real-time as opposed to loading designer made levels from file. A single player game on a single machine can easily produce the game world by itself. However in a multiplayer game the additional players will also need the game world generated for them. The host machine will need to be capable of generating the game world for all active players by itself which leads to limitations on the number of playe...
- Format
- Research paper
- Research format
- Scholarly text / Thesis
- Thesis level
- Masters
- Date created
- 2024
- Creator
- Elroy Dalefield
- URL
- https://figshare.com/articles/thesis/Distributed_Architecture_for_Procedural_Terrain_Generation_i...
- Related subjects
- Distributed systems and algorithms / Entertainment and gaming / Procedural content generation / Procedural Generation / Distributed Architecture / Video Game / Video Games / School: School of Engineering and Computer Science / Degree Discipline: Computer Science / Degree Name: Master of Science / Degree Level: Masters
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Report this itemDigitalNZ brings together more than 30 million items from institutions so that they are easy to find and use. This information is the best information we could find on this item. This item was added on 22 April 2024, and updated 08 December 2024.
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