Procedural Generation of 3D Maps With Snappable Meshes

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 m...

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Main Authors: Rafael C. E Silva, Nuno Fachada, Diogo De Andrade, Nelio Codices
Format: Article
Language:English
Published: IEEE 2022-01-01
Series:IEEE Access
Subjects:
Online Access:https://ieeexplore.ieee.org/document/9760462/
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author Rafael C. E Silva
Nuno Fachada
Diogo De Andrade
Nelio Codices
author_facet Rafael C. E Silva
Nuno Fachada
Diogo De Andrade
Nelio Codices
author_sort Rafael C. E Silva
collection DOAJ
description 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.
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spelling doaj.art-8b24a0b7ed2843408086a502763c5e222022-12-22T02:53:15ZengIEEEIEEE Access2169-35362022-01-0110430934311110.1109/ACCESS.2022.31688329760462Procedural Generation of 3D Maps With Snappable MeshesRafael C. E Silva0Nuno Fachada1https://orcid.org/0000-0002-8487-5837Diogo De Andrade2https://orcid.org/0000-0001-9180-0545Nelio Codices3https://orcid.org/0000-0001-8682-0410ECATI, Lusófona University, Campo Grande, Lisboa, PortugalCOPELABS, Lusófona University, Campo Grande, Lisboa, PortugalCOPELABS, Lusófona University, Campo Grande, Lisboa, PortugalInstituto Superior Técnico, Universidade de Lisboa, Lisboa, PortugalIn 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.https://ieeexplore.ieee.org/document/9760462/3D mapscomputer gamesdesigner-centric methodslayoutprocedural content generation (PCG)
spellingShingle Rafael C. E Silva
Nuno Fachada
Diogo De Andrade
Nelio Codices
Procedural Generation of 3D Maps With Snappable Meshes
IEEE Access
3D maps
computer games
designer-centric methods
layout
procedural content generation (PCG)
title Procedural Generation of 3D Maps With Snappable Meshes
title_full Procedural Generation of 3D Maps With Snappable Meshes
title_fullStr Procedural Generation of 3D Maps With Snappable Meshes
title_full_unstemmed Procedural Generation of 3D Maps With Snappable Meshes
title_short Procedural Generation of 3D Maps With Snappable Meshes
title_sort procedural generation of 3d maps with snappable meshes
topic 3D maps
computer games
designer-centric methods
layout
procedural content generation (PCG)
url https://ieeexplore.ieee.org/document/9760462/
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AT neliocodices proceduralgenerationof3dmapswithsnappablemeshes