This article describes an algorithm for procedural generation of underground systems with terrain features, by processing set of schematic maps. L-system and cellular automata are used to generate final system shapes. Most of existing algorithms are not suitable for application in computer games, since they usually lack any considerable level of control, require large amount of computation or produce overly complex meshes. We present our solution, that can produce editable 3D objects from very simple input, with high level of control over final system layout. We also allow evaluation at every key step of generation process. Presented approach incorporates placement of various terrain features with stalactites, stalagmites and columns as an example of such elements. Obtained results can be used in computer games or similar applications.
This paper describes a method, for procedural content generation, allowing alteration of object during generation process, as well as further modifications of object after it was created. Most of existing algorithms either require adjustment of unintuitive data and parameters, or don’t allow for further alteration of created object. Such outcomes are unsatisfactory for most of game designers. We offer our solution for this problem and identify some possible future directions of our research.
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