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    Implementasi Procedural Content Generation dalam Terrain Modelling Game Astro Shooter

    Implementing Procedural Content Generation in Game Astro Shooter’s Terrain Modelling

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    Date
    2024
    Author
    Marvin, Octorico Haposan
    Advisor(s)
    Nurahmadi, Fauzan
    Nababan, Anandhini Medianty
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    Abstract
    The development of game as an interactive entertainment industry continues on rapidly with demands to create gaming experience that is innovative and interesting. One of the main elements that impacts gaming experience is the gaming environment, especially in the context of terrain modelling. Manually developing terrain is usually a very costly and time-consuming process, it could also limit game’s environment’s dynamic and variation. This research aims to resolve these challenges by implementing Procedural Content Generation (PCG) in game Astro Shooter’s terrain modelling to create the game’s terrain map. PCG is a promising approach to create unique and dynamic environment automatically, increase variation, and giving a more interesting gaming experience to players. The PCG algorithm implemented in this research is the Diamond-Square algorithm. This algorithm is chosen for its ability in creating realistic terrain with natural elevation patterns. Testing results shows that PCG implementation can produce a game field that’s variative, not monotonous, and looks realistic, giving positive contribution to the playing experience of Astro Shooter.
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    https://repositori.usu.ac.id/handle/123456789/100806
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    Repositori Institusi Universitas Sumatera Utara (RI-USU)
    Universitas Sumatera Utara | Perpustakaan | Resource Guide | Katalog Perpustakaan
    DSpace software copyright © 2002-2016  DuraSpace
    Contact Us | Send Feedback
    Theme by 
    Atmire NV