Procedural game level generation by joining geometry with hand-placed connectors
dc.contributor.author | Silva, Rafael Castro e | |
dc.contributor.author | Fachada, Nuno | |
dc.contributor.author | Códices, Nélio | |
dc.contributor.author | Andrade, Diogo de | |
dc.date.accessioned | 2022-01-10T11:23:21Z | |
dc.date.available | 2022-01-10T11:23:21Z | |
dc.date.issued | 2020 | |
dc.description | Proceedings of Videojogos 2020 - 12th International Conference on Videogames Sciences and Arts | pt |
dc.description.abstract | 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. | en |
dc.description.sponsorship | Fundação para a Ciência e Tecnologia under Grant No.: UIDB/05380/2020 (HEI-Lab) | pt |
dc.format | application/pdf | |
dc.identifier.citation | e Silva, R. C., Fachada, N., Códices, N., & de Andrade, D. (2020). Procedural Game Level Generation by Joining Geometry with Hand-Placed Connectors. In I. Barbedo, B. Barroso, B. Legerén, L. Roque, & J. P. Sousa (eds), Proceedings of Videojogos 2020 - 12th International Conference on Videogames Sciences and Arts (pp. 80-93). Mirandela, Portugal: SPCV. | pt |
dc.identifier.isbn | 978-989-54606-2-5 | |
dc.identifier.uri | http://hdl.handle.net/10437/12353 | |
dc.language.iso | eng | pt |
dc.publisher | SPCV | pt |
dc.rights | openAccess | |
dc.subject | ENGENHARIA INFORMÁTICA | pt |
dc.subject | VIDEOJOGOS | pt |
dc.subject | DESIGN 3D | pt |
dc.subject | GEOMETRIA COMPUTACIONAL | pt |
dc.subject | COMPUTER ENGINEERING | en |
dc.subject | VIDEO GAMES | en |
dc.subject | 3D DESIGN | en |
dc.subject | COMPUTATIONAL GEOMETRY | en |
dc.title | Procedural game level generation by joining geometry with hand-placed connectors | pt |
dc.type | conferenceObject | pt |
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