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Labyrynths generators, their properties and practical application in computer games

this paper presents three basic algorithms for generation of mazes, and many of their modifications and examples showing their practical application in creating random structures that resembles those from the real world. the paper highlights the difference in the labyrinths classes generated by listed algorithms and describes a specific and highly likely to occur shapes that occur in generated mazes. particular attention was paid to the method of hypsometric masks, as the most promising way to create structures resembling those from real world.

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Additional information

Category
Publikacja w czasopiśmie
Type
artykuły w czasopismach recenzowanych i innych wydawnictwach ciągłych
Language
angielski
Publication year
2011

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