Utilize este identificador para referenciar este registo: http://hdl.handle.net/10437/13071
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dc.contributor.authorFachada, Nuno-
dc.contributor.authorSilva, Rafael Castro e-
dc.contributor.authorAndrade, Diogo de-
dc.contributor.authorCódices, Nélio-
dc.date.accessioned2022-07-21T15:19:58Z-
dc.date.available2022-07-21T15:19:58Z-
dc.date.issued2022-08-01-
dc.identifier.citationFachada, N., e Silva, R.C., de Andrade, D. & Códices, N. (2022). Unity Snappable Meshes. Software Impacts, 13, 100363.pt
dc.identifier.issn2665-9638-
dc.identifier.urihttps://www.sciencedirect.com/science/article/pii/S2665963822000744-
dc.identifier.urihttp://hdl.handle.net/10437/13071-
dc.descriptionSoftware Impacts 13 (2022) 100363pt
dc.description.abstractThe Snappable Meshes algorithm procedurally generates 3D maps for computer games by iteratively selecting and linking pre-built map pieces via designer-specified connectors. In this paper we present an implementation of this algorithm in the Unity game engine, describing its architecture and discussing core implementational solutions. A number of examples illustrate the potential of the algorithm and the capabilities of the software. We assess the application’s impact on past and ongoing research, and how it can be improved to support future research questions. Keywords: Procedural content generation (PCG) ; Computer games ; Layout ; Designer-centric methods ;3D maps ; Unity game engineen
dc.description.sponsorshipFundação para a Ciência e a Tecnologia UIDB/04111/2020 (COPELABS).pt
dc.formatapplication/pdfpt
dc.language.isoengpt
dc.publisherElsevierpt
dc.rightsopenAccesspt
dc.subjectENGENHARIA INFORMÁTICApt
dc.subjectGESTÃO DE CONTEÚDOSpt
dc.subjectJOGOS DE COMPUTADORpt
dc.subjectPROGRAMAÇÃO EM 3Dpt
dc.subjectCOMPUTER ENGINEERINGen
dc.subjectCONTENT MANAGEMENT SYSTEMen
dc.subjectCOMPUTER GAMESen
dc.subject3D PROGRAMMINGen
dc.titleUnity Snappable Meshespt
dc.typearticlept
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