Procedural game level generation by joining geometry with hand-placed connectors

Rafael Castro e Silva, Nuno Fachada, Nélio Códices, Diogo de Andrade

Resultado de pesquisa

1 Transferências (Pure)

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.
Idioma originalInglês
Estado da publicaçãoPublicadas - 2020
EventoSPCV -
Duração: 1 jan. 2020 → …

Conferência

ConferênciaSPCV
Período1/01/20 → …

Nota bibliográfica

Proceedings of Videojogos 2020 - 12th International Conference on Videogames Sciences and Arts

Keywords

  • ENGENHARIA INFORMÁTICA
  • VIDEOJOGOS
  • DESIGN 3D
  • GEOMETRIA COMPUTACIONAL

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