Creating Dynamically Changing World Map for Computer Games with Advanced Image Processing -- A Use Case

T. Hachaj
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Abstract

Many computer role-playing games that mime a science fiction or fantastic world have a static world map or the map changes under some scripted assumptions that hardly reproduce the dynamic of a play. In this paper I propose a novel algorithm that enables real time terrain calculation even on a very large world map. An algorithm uses approach based on attraction force calculation and uses gradient methods combined with fast approximation of Gaussian filter and fast implementation of median filtration. With such an approach it is possible to fast adapt and rebuild the virtual world taking into account every nuance that happened during play. Due to this a player has the feeling of control and influence of his or her deeds to overall game which is very important aspect of every role-playing scenario. Because single iteration of an algorithm last about 176.01 ± 12.57 milliseconds (in frequency nearly 6 Hz for large 256×256 grids) the resulting map might be adjusted dynamically during game and a player might be aware of it. This size of a grid is sufficient for simulation very large virtual world that typically appears in role-playing games.
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用高级图像处理为电脑游戏创建动态变化的世界地图——一个用例
许多模仿科幻小说或奇幻世界的电脑角色扮演游戏都有一个静态的世界地图,或者地图在一些脚本假设下发生变化,这很难再现游戏的动态。在本文中,我提出了一种新颖的算法,即使在非常大的世界地图上也能实现实时地形计算。该算法采用基于引力计算的方法,结合快速逼近高斯滤波和快速实现中值滤波的梯度方法。有了这种方法,我们就可以快速适应和重建虚拟世界,同时考虑到游戏过程中发生的每一个细微差别。因此,玩家能够感受到自己的行为对整个游戏的控制和影响,这是每个角色扮演场景中非常重要的方面。由于算法的单次迭代持续约176.01±12.57毫秒(对于大型256×256网格,频率接近6 Hz),因此生成的地图可能会在游戏期间动态调整,而玩家可能会意识到这一点。这种大小的网格足以模拟角色扮演游戏中的大型虚拟世界。
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