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Real-time Landscape Generation in Games Using Parallel Procedural Content

机译:使用并行程序内容的游戏中实时景观生成

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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.
机译:在本研究中,利用PCG实时开发了游戏应用程序,以实时地创建景观。在这项研究中,我们提出了一种利用处理器并行处理数据的方法的方法。我们还试图克服这个问题,其中任务无法并行运行,尽管在玩家的眼中仍然响应。这种尝试通过主处理器的处理时间划分成功。我们通过分析游戏应用来评估研究,以在不影响球员的舒适度的情况下测试其性能。结果表明,该方法最多得到了29.87毫秒的处理时间,比现有PCG方法快7倍。

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