Procedural game level generation by joining geometry with hand-placed connectors
Miniatura indisponível
Data
2020
Título da revista
ISSN da revista
Título do Volume
Editora
SPCV
Resumo
We 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.
Descrição
Proceedings of Videojogos 2020 - 12th International Conference on Videogames Sciences and Arts
Palavras-chave
ENGENHARIA INFORMÁTICA, VIDEOJOGOS, DESIGN 3D, GEOMETRIA COMPUTACIONAL, COMPUTER ENGINEERING, VIDEO GAMES, 3D DESIGN, COMPUTATIONAL GEOMETRY
Citação
Silva , R C E , Fachada , N , Códices , N & Andrade , D D 2020 , ' Procedural game level generation by joining geometry with hand-placed connectors ' , Paper presented at SPCV , 1/01/20 .