Baa! A procedural game based on real-time flocking behaviour

dc.contributor.authorGRÖNQVIST, OSKAR
dc.contributor.authorMAGNUSSON, ERIK
dc.contributor.authorNABOULSI, IBRAHIM
dc.contributor.authorNORMAN, LUCAS
dc.contributor.authorSJÖBLOM, MATILDA
dc.contributor.authorSUNDQVIST, MY
dc.contributor.departmentChalmers tekniska högskola / Institutionen för data och informationstekniksv
dc.contributor.examinerBjörk, Staffan
dc.contributor.supervisorFratarcangeli, Marco
dc.date.accessioned2020-10-19T13:01:39Z
dc.date.available2020-10-19T13:01:39Z
dc.date.issued2019sv
dc.date.submitted2020
dc.description.abstractSimulating the natural movement of large groups of flocking animals has been a growing field of research within computer science since the 1980’s, largely because of its potential in performance optimisation. The purpose of this bachelor’s thesis is to combine this existing research in flocking behaviour with gameplay design and optimisation to create a procedural game with flocking as its main feature. To accomplish this, Unreal Engine 4 and C++ has been used as a working environment. The result is an optimised game where roughly 700 sheep in a flock can be present without a significant performance loss. The actual number of sheep used in the game, however, is significantly lower to make the game more playable.sv
dc.identifier.coursecodeDATX02sv
dc.identifier.urihttps://hdl.handle.net/20.500.12380/301898
dc.language.isoengsv
dc.setspec.uppsokTechnology
dc.subjectflocking behavioursv
dc.subjectaisv
dc.subjectvideo-gamesv
dc.subjectunreal enginesv
dc.subjectsheepsv
dc.titleBaa! A procedural game based on real-time flocking behavioursv
dc.type.degreeExamensarbete på kandidatnivåsv
dc.type.uppsokM2
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