Control Systems and Computers, N3, 2022, Article 6

https://doi.org/10.15407/csc.2022.03.063

Control Systems and Computers, 2022, Issue 3 (299), pp. 63-70

UDC 004.94

O.S. BULGAKOVA, PhD (Eng.) Sciences, Associate Professor, Department of Applied Information Systems, Taras Shevchenko National University of Ukraine, Bohdan Hawrylyshyn str. 24, Kyiv, 04116, Ukraine, ORCID:  https://orcid .org/0000-0002-6587-8573, Scopus Author ID 57188687900, sashabulgakova2@gmail.com

V.V. ZOSIMOV, D. (Eng.) Sciences , Professor, Department of Applied Information Systems, Taras Shevchenko National University of Ukraine, Bohdan Hawrylyshyn str. 24, Kyiv, 04116, Ukraine, ORCID: https://orcid .org/ 0000-0003-0824-4168, Scopus Author ID 57188682230, zosimovvv@gmail.com

A.V. KUDRIAVTSEV, Master degree of Computer Science, GlobalLogic, Protasov Business Park, str. M. Grinchenko, 2/1, Kiev, 03038, Ukraine, extosis.vt@gmail.com

APPLICATION OF PROCEDURAL GENERATION ALGORITHMS IN REAL-TIME GAME STRATEGY ENVIRONMENT BASED ON THE MVC CONCEPT

This paper presents an example of using procedural generation methods in a real-time strategy environment created on the basis of the MCC concept. The most important feature of the presented project is its modularity. All game level objects are independent of each other. An algorithm for visualizing objects based on procedural generation is described. The problems and their solutions that arose during the creation of the game are considered.

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Keywords: Procedural generation, MVC concept, game, 3D modeling, real-time strategy, unity.

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Received 30.10.2022