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 original | Inglês |
---|---|
Estado da publicação | Publicadas - 2020 |
Evento | SPCV - Duração: 1 jan. 2020 → … |
Conferência
Conferência | SPCV |
---|---|
Período | 1/01/20 → … |
Nota bibliográfica
Proceedings of Videojogos 2020 - 12th International Conference on Videogames Sciences and ArtsKeywords
- ENGENHARIA INFORMÁTICA
- VIDEOJOGOS
- DESIGN 3D
- GEOMETRIA COMPUTACIONAL