Procedural game level generation by joining geometry with hand-placed connectors

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...

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Detalhes bibliográficos
Autor principal: Silva, Rafael Castro e (author)
Outros Autores: Fachada, Nuno (author), Códices, Nélio (author), Andrade, Diogo de (author)
Formato: conferenceObject
Idioma:eng
Publicado em: 2022
Assuntos:
Texto completo:http://hdl.handle.net/10437/12353
País:Portugal
Oai:oai:recil.ensinolusofona.pt:10437/12353