Utilize este identificador para referenciar este registo: http://hdl.handle.net/10437/12353
Título: Procedural game level generation by joining geometry with hand-placed connectors
Autores: Silva, Rafael Castro e
Fachada, Nuno
Códices, Nélio
Andrade, Diogo de
Palavras-chave: ENGENHARIA INFORMÁTICA
VIDEOJOGOS
DESIGN 3D
GEOMETRIA COMPUTACIONAL
COMPUTER ENGINEERING
VIDEO GAMES
3D DESIGN
COMPUTATIONAL GEOMETRY
Editora: SPCV
Citação: 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.
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.
Descrição: Proceedings of Videojogos 2020 - 12th International Conference on Videogames Sciences and Arts
URI: http://hdl.handle.net/10437/12353
ISBN: 978-989-54606-2-5
Aparece nas colecções:FE - Atas de Conferências Internacionais

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