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Procedural Generation of 3D Maps With Snappable Meshes

Rafael C. e Silva, Nuno Fachada, Diogo de Andrade, Nélio Códices

2022IEEE Access11 citationsDOIOpen Access PDF

Abstract

In this paper we present a technique for procedurally generating 3D maps using a set of premade meshes which snap together based on designer-specified visual constraints. The proposed approach avoids size and layout limitations, offering the designer control over the look and feel of the generated maps, as well as immediate feedback on a given map’s navigability. A prototype implementation of the method, developed in the Unity game engine, is discussed, and a number of case studies are analyzed. These include a multiplayer game where the method was used, together with a number of illustrative examples which highlight various parameterizations and piece selection methods. The technique can be used as a designer-centric map composition method and/or as a prototyping system in 3D level design, opening the door for quality map and level creation in a fraction of the time of a fully human-based approach.

Topics & Concepts

Polygon meshComputer scienceSet (abstract data type)NavigabilityGame engineHuman–computer interactionComputer graphics (images)Artificial intelligenceEngineering drawingEngineeringCartographyGeographyProgramming languageComputer Graphics and Visualization TechniquesHuman Motion and AnimationArtificial Intelligence in Games
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