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Showing posts with the label June

Media Project Week - 10

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        Final Work on PCGs PCG and Ray Hit Queries: A Perfect Match Procedural Content Generation (PCG): PCG is a method used in game development to automatically create data algorithmically rather than manually. This can include anything from terrain and landscapes to quests and entire game worlds. Ray Hit Queries: Ray hit queries are used in game development to detect what a ray intersects in a game world. This can be useful for many things, including detecting where objects should be placed in a procedurally generated environment. Combining these two powerful techniques allowed me to generate an island landscape in chunks and precisely control where objects, such as trees and buildings, would be placed. Creating the Infinite Landscape 1. Generating Chunks: To manage large terrains efficiently, I divided the terrain into chunks. Each chunk was generated separately, allowing for efficient loading and unloading as the player navigated the world. This chunk-based a...

Media Project Week - 9

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       Buildings with PCG Experimenting Building with PCG with a Different Project: Recently, I discovered an incredible video that has significantly enhanced my approach to building assembly in game development. The video, "Quickly and Easily Assemble Modular Buildings With PCG," offers practical insights into using Procedural Content Generation (PCG) to streamline the process. The video immediately caught my attention with its promise of efficiency and customization. I've often found asset packs lacking in essential details like windows, doors, and exterior props. This video provides a brilliant solution for integrating these elements seamlessly. Key Techniques Automating Placement: The use of PCG to automate the placement of building components is a game-changer. It drastically reduces the time spent on repetitive tasks. Seamless Merging: One standout technique is how the method prevents overlapping pieces, ensuring that the final assembly is clean and polished....