Real-Time Landscape Generation in Games Using Parallel Procedural Content

Research output: Chapter in Book/Report/Conference proceedingConference contributionpeer-review

2 Citations (Scopus)

Abstract

In this research, a game application was developed utilizing PCG for creating landscapes in real-Time. In this research, we proposed a method leveraging the processor's ability to process data in parallel. We also attempted to overcome the problem in which a task was not able to run in parallel albeit remains responsive in the eyes of the players. This attempt was successful through a division on the processing time in the main processor. We evaluated the research by profiling the game application to test its performance without compromising player's comfort. The results showed that the proposed method gave a processing time of 29.87 milliseconds at most, which is seven up to eight times faster than the existing PCG method.

Original languageEnglish
Title of host publicationCENIM 2020 - Proceeding
Subtitle of host publicationInternational Conference on Computer Engineering, Network, and Intelligent Multimedia 2020
PublisherInstitute of Electrical and Electronics Engineers Inc.
Pages121-126
Number of pages6
ISBN (Electronic)9781728182834
DOIs
Publication statusPublished - 17 Nov 2020
Event2020 International Conference on Computer Engineering, Network, and Intelligent Multimedia, CENIM 2020 - Virtual, Surabaya, Indonesia
Duration: 17 Nov 202018 Nov 2020

Publication series

NameCENIM 2020 - Proceeding: International Conference on Computer Engineering, Network, and Intelligent Multimedia 2020

Conference

Conference2020 International Conference on Computer Engineering, Network, and Intelligent Multimedia, CENIM 2020
Country/TerritoryIndonesia
CityVirtual, Surabaya
Period17/11/2018/11/20

Keywords

  • Game Application
  • Multi-Thread
  • PCG
  • Parallel Processing
  • Procedural Content Generation
  • Real-Time

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