Percorrer por autor "Silva, Rafael Castro e"
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Item Procedural game level generation by joining geometry with hand-placed connectors(SPCV, 2020) Silva, Rafael Castro e; Fachada, Nuno; Códices, Nélio; Andrade, Diogo de; Faculdade de EngenhariaWe present a method for procedural generation of 3D levels based on a system of connectors with pins and human-made pieces of geometry. The method avoids size limitations and layout constraints, while offering the level designer a high degree of control over the generated maps. The proposed approach was originally developed for and tested on a multiplayer shooter game, nonetheless being sufficiently general to be useful for other types of game, as demonstrated by a number of additional experiments. The method can be used as both a level design and level creation tool, opening the door for quality map creation in a fraction of the time of a fully human-based approach.Item Procedural generation of 3D maps with snappable meshes(IEEE, 2022-04-20) Silva, Rafael Castro e; Fachada, Nuno; Andrade, Diogo de; Códices, Nélio; Faculdade de EngenhariaIn this paper we present a technique for procedurally generating 3D maps using a set of premade meshes which snap together based on designer-specified visual constraints. The proposed approach avoids size and layout limitations, offering the designer control over the look and feel of the generated maps, as well as immediate feedback on a given map’s navigability. A prototype implementation of the method, developed in the Unity game engine, is discussed, and a number of case studies are analyzed. These include a multiplayer game where the method was used, together with a number of illustrative examples which highlight various parameterizations and piece selection methods. The technique can be used as a designer-centric map composition method and/or as a prototyping system in 3D level design, opening the door for quality map and level creation in a fraction of the time of a fully human-based approach. INDEX TERMS : 3D maps, computer games, designer-centric methods, layout, procedural content generation (PCG).Item Unity Snappable Meshes(Elsevier B.V., 2022-08-01) Fachada, Nuno; Silva, Rafael Castro e; Andrade, Diogo de; Códices, Nélio; Faculdade de EngenhariaThe Snappable Meshes algorithm procedurally generates 3D maps for computer games by iteratively selecting and linking pre-built map pieces via designer-specified connectors. In this paper we present an implementation of this algorithm in the Unity game engine, describing its architecture and discussing core implementational solutions. A number of examples illustrate the potential of the algorithm and the capabilities of the software. We assess the application’s impact on past and ongoing research, and how it can be improved to support future research questions. Keywords: Procedural content generation (PCG) ; Computer games ; Layout ; Designer-centric methods ;3D maps ; Unity game engine