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 |
Ficheiros deste registo:
Ficheiro | Descrição | Tamanho | Formato | |
---|---|---|---|---|
Videojogos_2020_Submission_8_cameraready1.pdf | 4.41 MB | Adobe PDF | Ver/Abrir |
Todos os registos no repositório estão protegidos por leis de copyright, com todos os direitos reservados.