Procedural Generation of Three-Dimensional Game Levels with Interior Architecture

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  • Procedural Content Generation can help game developers by automating the creation of content that is costly and tedious to develop by hand. We present a system to generate 3D game levels based on interior spaces such as buildings and dungeons. Our system generates individual rooms by using a shape grammar to recursively subdivide rectangular blocks. Multiple rooms can be joined to form a larger level layout. Our system searches for a good layout based on a fitness function specified by a human designer. We tested three search algorithms for this purpose and found that in almost all cases an evolutionary algorithm produced the best results. Once a level layout has been selected, architectural details are added to the layout by placing modular meshes such as columns and wall segments. The final level can be loaded in Unreal Engine 4, a widely used game engine.

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  • Copyright © 2019 the author(s). Theses may be used for non-commercial research, educational, or related academic purposes only. Such uses include personal study, research, scholarship, and teaching. Theses may only be shared by linking to Carleton University Institutional Repository and no part may be used without proper attribution to the author. No part may be used for commercial purposes directly or indirectly via a for-profit platform; no adaptation or derivative works are permitted without consent from the copyright owner.

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  • 2019

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