Hyperbolic Model for Tile-based Game Design
0
조회
0
다운로드
0
인용
0
참고문헌
키워드
초록
The most of casual games are two-dimensional based graphic interface and the most of matching-tile game is still gains popularity on many video game devices and variety of smart phones. These game uses two-dimensional Euclidean coordinates and uses rectangle- or triangle-, hexagon-shaped tiles. But recently novel design of casual games are introduced and gains attention of casual gamers. Our research introduces new approach for tile-based game design. It uses hyperbolic model of Poincare model and Weierstrass model for displaying and generating tiles. Our method is general for any configuration of (p, q)-tiling and can be used for new tile based game design. And introduces new tile generation methods for (3,q)-tiling and (p,3)-tiling without redundant tiles. We also proposed interactive movement method of tiles for game navigation purposes.
Abstract
The most of casual games are two-dimensional based graphic interface and the most of matching-tile game is still gains popularity on many video game devices and variety of smart phones. These game uses two-dimensional Euclidean coordinates and uses rectangle- or triangle-, hexagon-shaped tiles. But recently novel design of casual games are introduced and gains attention of casual gamers. Our research introduces new approach for tile-based game design. It uses hyperbolic model of Poincare model and Weierstrass model for displaying and generating tiles. Our method is general for any configuration of (p, q)-tiling and can be used for new tile based game design. And introduces new tile generation methods for (3,q)-tiling and (p,3)-tiling without redundant tiles. We also proposed interactive movement method of tiles for game navigation purposes.
참고문헌 (11)
- 조청운, "구면 타일링을 통한 지뢰 찾기변형 게임의 설계와 구현", 한국컴퓨터게임학회논문지, (23), pp.247~252 (2010), (사)한국컴퓨터게임학회
- 조청운, "테트로미노 타일링을 통한 지뢰찾기 변형 게임의 설계와 구현", 한국컴퓨터게임학회논문지, 25(3), pp.47~53 (2012), (사)한국컴퓨터게임학회
- 조청운, "퍼즐 게임을 위한 폴리오미노 타일 생성 방법", 한국컴퓨터게임학회논문지, 25(1), pp.135~142 (2012), (사)한국컴퓨터게임학회
- Douglas Dunham, "Creating Repeating Hyperbolic Patterns", SIGGRAPH 1981Proceedings, pp.215~223 (1981)
- 조청운, "하이퍼볼릭 패턴 생성을 위한 백워드 매핑", 정보과학회논문지 : 시스템 및 이론, 30(6), pp.213~222 (2003), 한국정보과학회
- Vladimir Bulatov, "Bending Hyperbolic Kaleidoscopes", ~ (2011)
- Lamping, "The HyperbolicBrowser: A Focus+Context Technique for Visualiz-ing Large Hierarchies", Proceedings of CHI’95, pp.401~408 (1995)
- Maurice Margenstern, "Navigation in Tilings of the Hyperbolic Plane and Possible Applications", Proceedings of the International MultiConference of Engineers and Computer Scientists 2010, I (2010), IMECS
- Jesper Juul, "Swap Adjacent Gems to Make Sets of Three: A History of Matching Tile Games", Artifact, 1(4), pp.205~216 (2007)
- Jesper Juul, "A Casual Revolution: Reinventing Video Games and Their Players" (2009), MIT Press
- Craig Kaplan, "Computer Graphics and Geometric Ornamental Design", PhD, pp.2002
