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 generation methods. We argue that the technique is designer-friendly and can be used as a 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.
翻译:在本文中,我们展示了利用一套预先制作的、根据设计者指定的视觉限制而拼凑在一起的模层在程序上制作三维地图的技术。拟议的方法避免了大小和布局限制,为设计者提供了对所制作的地图的外观和感觉的控制权,以及就某一地图的导航能力提供了即时反馈。讨论了在Unity游戏引擎中开发的方法的原型应用,并对一些案例研究进行了分析。其中包括使用该方法的多人游戏,以及一些突出各种参数化和生成方法的示例。我们认为,该技术是设计者友好型的,可以用作3D级设计中的地图组成方法和(或)原型系统,在完全以人为基础的方法的一小部分时间为高质量的地图和水平生成打开了大门。