Silva, Rafael Castro eFachada, NunoAndrade, Diogo deCódices, Nélio2022-05-022022-05-022022-04-20e Silva, R. C., Fachada, N., de Andrade, D., & Códices, N. (2022). Procedural Generation of 3D Maps with Snappable Meshes. IEEE Access, 10, 43093 - 43111. https://doi.org/10.1109/ACCESS.2022.31688322169-3536https://doi.org/10.1109/ACCESS.2022.3168832http://hdl.handle.net/10437/12852IEEE AccessIn 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).application/pdfengopenAccessAUDIOVISUALJOGOS DE COMPUTADORDESIGN 3DAUDIOVISUALCOMPUTER GAMES3D DESIGNProcedural generation of 3D maps with snappable meshesarticle