Generación procedimental de asentamientos humanos en mundos 3D
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2020
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2020
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Abstract
La generación procedimental es importante hoy en día en la industria del videojuego, ya que agiliza la creación de nuevo contenido permitiendo ahorrar recursos y dando al desarrollador la opción de centrarse en otras labores. En este contexto, se ha desarrollado una herramienta con el objetivo de generar asentamientos humanos virtuales, teniendo en cuenta que todos los elementos del mapa mantengan coherencia entre sí y resulten atractivos según el criterio de evaluadores humanos.
Para la representación de los asentamientos se ha creado un mod del videojuego Minecraft que permite ejecutar los comandos necesarios para modificar el entorno. Se ha escogido esta plataforma porque permite generar mapas aleatorios coherentes con distintos biomas y superficies, gracias a ello se pueden probar los algoritmos en una gran variedad de situaciones y comprobar su adaptabilidad.
Las bases y criterios que se contemplan en The GDMC Competition (Generative Design in Minecraft) han servido como referencia para el diseño de los asentamientos y la realización de pruebas con el fin de evaluar sus características. La versión implementada en este trabajo se ha enviado a la edición de 2020 del concurso.
El resultado final del proyecto cumple los objetivos planteados pues permite generar asentamientos en Minecraft que replican la estética y organización de las civilizaciones humanas.
Nowadays, the procedural generation is important in the video games industry since it accelerates the creation of new contents saving resources and giving the developers the opportunity to focuse on other tasks. In this context, a tool has been developed in order to create virtual settlement in Minecraft bearing in mind that every element from the map have coherence with each other and turn to be attractive to people. For the settling representation, a mod of the videogame named Minecraft that allows executing the necessary commands to modify the environment has been created. This platform has been chosen because it allows the creation of random coherent maps with different biomes and surfaces. Thanks to that, the algorithms can be executed in a large variety of situations and verify its adaptability. The bases and criterion contemplated in The GDMC Competition (Generative Design in Minecraft) have served as a reference for the design of the settlements and the test carrying out in order to evaluate their characteristics. The versión implemented in this work has been sent to the 2020 edition of the competition. The result of the project accomplishes the raised objectives as it allows the generation of Minecraft settlements that replicate the aesthetics and Organization of human civilizations.
Nowadays, the procedural generation is important in the video games industry since it accelerates the creation of new contents saving resources and giving the developers the opportunity to focuse on other tasks. In this context, a tool has been developed in order to create virtual settlement in Minecraft bearing in mind that every element from the map have coherence with each other and turn to be attractive to people. For the settling representation, a mod of the videogame named Minecraft that allows executing the necessary commands to modify the environment has been created. This platform has been chosen because it allows the creation of random coherent maps with different biomes and surfaces. Thanks to that, the algorithms can be executed in a large variety of situations and verify its adaptability. The bases and criterion contemplated in The GDMC Competition (Generative Design in Minecraft) have served as a reference for the design of the settlements and the test carrying out in order to evaluate their characteristics. The versión implemented in this work has been sent to the 2020 edition of the competition. The result of the project accomplishes the raised objectives as it allows the generation of Minecraft settlements that replicate the aesthetics and Organization of human civilizations.
Description
Trabajo de Fin de Grado en Grado en Desarrollo de Videojuegos, Facultad de Informática UCM, Departamento de Ingeniería del Software e Inteligencia Artificial, Curso 2019/2020