2023
DOI: 10.24821/jags.v9i1.8100
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Procedural Content Generation pada Game Tower Defense menggunakan Perlin Noise dan Algoritma Floyd Warshall

Abstract: To distinguish each level, tower defense games require map design, enemy travel routes, and enemy wave designs. Manually designed designs require a lot of effort and time. To overcome this problem, procedural content generation is used to create maps automatically. Not all content can be created automatically, the content designed in this research includes portal design, tower design, enemy design, and tile design. The Map is created automatically using Perlin Noise to determine the type of tiles on the map. T… Show more

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