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.contributor.institution | Faculdade de Engenharia | |
dc.date.issued | 2020 | |
dc.description | Proceedings of Videojogos 2020 - 12th International Conference on Videogames Sciences and Arts | |
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.status | Non peer reviewed | |
dc.format | application/pdf | |
dc.identifier.citation | 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 . | |
dc.language.iso | eng | |
dc.publisher | SPCV | |
dc.rights | openAccess | |
dc.subject | ENGENHARIA INFORMÁTICA | |
dc.subject | VIDEOJOGOS | |
dc.subject | DESIGN 3D | |
dc.subject | GEOMETRIA COMPUTACIONAL | |
dc.subject | COMPUTER ENGINEERING | |
dc.subject | VIDEO GAMES | |
dc.subject | 3D DESIGN | |
dc.subject | COMPUTATIONAL GEOMETRY | |
dc.title | Procedural game level generation by joining geometry with hand-placed connectors | en |
dc.type | conferenceObject |
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