Open Access Te Herenga Waka-Victoria University of Wellington
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Distributed Architecture for Procedural Terrain Generation in Video Games

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posted on 2024-04-21, 02:11 authored by Elroy Dalefield

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 players that can be playing at once. The goal of this thesis was to understand the relationship between procedural content generation and the distribution of game processes. By distributing content generation to the client machines, it could lighten the load on the host machine negating performance loss from additional clients. Tests were run comparing the time taken when distributing verses not distributing procedural generation requests to the clients. The test showed a significant improvement in generation speed when having client nodes aid the server, especially when the host had a long queue of content needing to be generated.

History

Copyright Date

2024-04-21

Date of Award

2024-04-21

Publisher

Te Herenga Waka—Victoria University of Wellington

Rights License

Author Retains Copyright

Degree Discipline

Computer Science

Degree Grantor

Te Herenga Waka—Victoria University of Wellington

Degree Level

Masters

Degree Name

Master of Science

ANZSRC Type Of Activity code

3 Applied research

Victoria University of Wellington Item Type

Awarded Research Masters Thesis

Language

en_NZ

Victoria University of Wellington School

School of Engineering and Computer Science

Advisors

McCallum, Simon