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.
@article{arxiv.2108.00056,
title = {Procedural Generation of 3D Maps with Snappable Meshes},
author = {Rafael C. e Silva and Nuno Fachada and Diogo de Andrade and Nélio Códices},
journal= {arXiv preprint arXiv:2108.00056},
year = {2022}
}
Comments
The peer-reviewed version of this paper is published in IEEE Access at https://doi.org/10.1109/ACCESS.2022.3168832. This version is typeset by the author and differs only in pagination and typographical detail