Real-time Landscape Generation in Games Using Parallel Procedural Content

Firman Maulana, Hadziq Fabroyir, Darlis Herumurti, Imam Kuswardayan, Shintami Chusnul Hidayati · 2020

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.

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