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.
翻译:在本文中,我们提出了一个程序生成三维地图的技术,即使用一套预先制作的、根据设计者指定的视觉限制而拼凑在一起的模层。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,并提供了对特定地图的导航能力的即时反馈。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和碎片选择方法的示例。该技术可以作为一种以设计者为中心的地图组成方法和(或)3D级设计中的原型系统使用,在完全以人为基础的方法的一小部分时间打开高质量地图和水平创建的大门。