Atlas-Chart-PCG | Unity framework for procedural level generation
kandi X-RAY | Atlas-Chart-PCG Summary
kandi X-RAY | Atlas-Chart-PCG Summary
Atlas-Chart-PCG is a C# library typically used in Telecommunications, Media, Media, Entertainment applications. Atlas-Chart-PCG has no bugs, it has no vulnerabilities and it has low support. You can download it from GitHub.
Here's a brief overview of the intended workflow for creating a level generator. First, simple black and white tile maps are drawn in any paint program. Black pixels are interpreted as unwalkable areas, white pixels are interpreted as walkable areas. This represents the walkable/unwalkable areas of a single chart. Here's an example, amplified 8x (the original is 25 by 25 pixels, representing 25 by 25 tiles). Those familiar with Diablo 2 may recognize it as an actual level chunk from the Den of Evil. Next, a "Marker Palette" is constructed to define types of content that can be placed manually onto each chart. There's a lot to be said about this object, but the idea is to create a layer of indirection in front of the placement of content onto charts. A trivial marker palette could define a marker preset for each instance of content: one for each enemy, each environmental object, etc. So we might have markers for Goblin, Skeleton, Skeleton Archer, Destructible Barrel, etc. A less trivial marker palette would instead define abstract markers. In the example below we see Minor Encounter, Major Encounter, Start, End, etc. By using such abstractions we can define a scheme for the content found in multiple levels, so that the same palette and even charts can be re-used for very different levels with very different content. We'd simply need to associate those abstractions with different sets of content for each level. Next, content markers are applied to charts using the Chart Editor. The Chart Editor is a custom window I wrote specifically for this purpose. By attaching the marker palette from above, the context menu shown below automatically gets populated with all the marker presets from the palette. Once we've populated a chart with markers, we have a complete abstract representation of a level chunk. Note that there is a tradeoff between placing markers by hand, versus writing algorithms to randomly place content automatically. The former gives you more control, but is less randomized. I think the best approach is to use a mixture of both. Diablo 2 appears to rely primarily on algorithms to place enemy encounters for most of its charts (rooms), but it also has special "theme" charts. These charts have hand-placed content, and I'm guessing the content algorithms skip over these charts entirely. These theme charts allow you to construct more interesting encounters than can be provided simply by randomly placing groups of enemies around the map, including tactical placement of obstacles, interesting enemy compositions, etc.
Here's a brief overview of the intended workflow for creating a level generator. First, simple black and white tile maps are drawn in any paint program. Black pixels are interpreted as unwalkable areas, white pixels are interpreted as walkable areas. This represents the walkable/unwalkable areas of a single chart. Here's an example, amplified 8x (the original is 25 by 25 pixels, representing 25 by 25 tiles). Those familiar with Diablo 2 may recognize it as an actual level chunk from the Den of Evil. Next, a "Marker Palette" is constructed to define types of content that can be placed manually onto each chart. There's a lot to be said about this object, but the idea is to create a layer of indirection in front of the placement of content onto charts. A trivial marker palette could define a marker preset for each instance of content: one for each enemy, each environmental object, etc. So we might have markers for Goblin, Skeleton, Skeleton Archer, Destructible Barrel, etc. A less trivial marker palette would instead define abstract markers. In the example below we see Minor Encounter, Major Encounter, Start, End, etc. By using such abstractions we can define a scheme for the content found in multiple levels, so that the same palette and even charts can be re-used for very different levels with very different content. We'd simply need to associate those abstractions with different sets of content for each level. Next, content markers are applied to charts using the Chart Editor. The Chart Editor is a custom window I wrote specifically for this purpose. By attaching the marker palette from above, the context menu shown below automatically gets populated with all the marker presets from the palette. Once we've populated a chart with markers, we have a complete abstract representation of a level chunk. Note that there is a tradeoff between placing markers by hand, versus writing algorithms to randomly place content automatically. The former gives you more control, but is less randomized. I think the best approach is to use a mixture of both. Diablo 2 appears to rely primarily on algorithms to place enemy encounters for most of its charts (rooms), but it also has special "theme" charts. These charts have hand-placed content, and I'm guessing the content algorithms skip over these charts entirely. These theme charts allow you to construct more interesting encounters than can be provided simply by randomly placing groups of enemies around the map, including tactical placement of obstacles, interesting enemy compositions, etc.
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Atlas-Chart-PCG has a low active ecosystem.
It has 21 star(s) with 5 fork(s). There are 7 watchers for this library.
It had no major release in the last 6 months.
Atlas-Chart-PCG has no issues reported. There are no pull requests.
It has a neutral sentiment in the developer community.
The latest version of Atlas-Chart-PCG is current.
Quality
Atlas-Chart-PCG has 0 bugs and 0 code smells.
Security
Atlas-Chart-PCG has no vulnerabilities reported, and its dependent libraries have no vulnerabilities reported.
Atlas-Chart-PCG code analysis shows 0 unresolved vulnerabilities.
There are 0 security hotspots that need review.
License
Atlas-Chart-PCG does not have a standard license declared.
Check the repository for any license declaration and review the terms closely.
Without a license, all rights are reserved, and you cannot use the library in your applications.
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Atlas-Chart-PCG releases are not available. You will need to build from source code and install.
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Currently covering the most popular Java, JavaScript and Python libraries. See a Sample of Atlas-Chart-PCG
Currently covering the most popular Java, JavaScript and Python libraries. See a Sample of Atlas-Chart-PCG
Atlas-Chart-PCG Key Features
No Key Features are available at this moment for Atlas-Chart-PCG.
Atlas-Chart-PCG Examples and Code Snippets
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You can download it from GitHub.
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