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Generation of Complex Underground Systems for Application in Computer Games with Schematic Maps and L-Systems

机译:使用示意图和L-Systems在计算机游戏中应用复杂地下系统的生成

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This paper presents a method for procedural generation of complex underground systems, by processing set of schematic input maps and incorporating L-system and cellular automata. Existing solutions usually focus only on generation of 2D maps. 3D procedures tend to require large amount of input data or complex computation, rarely providing user with considerable level of control over shape of generated system. For applications such as computer games, most of existing algorithms are not acceptable. We present our solution, that allows controlled generation of complex, underground systems, based on simplified input. Final objects produced by presented algorithm can be further edited and are represented as meshes in 3D space. We allow evaluation at every key step, ensuring high level of controllability and proximity of final object to user specifications. Results we obtain can be used in computer games or similar applications.
机译:本文通过处理一组示意输入映射并结合L-System和蜂窝自动机,介绍了复杂地下系统的程序生成方法。现有解决方案通常仅关注2D地图。 3D程序往往需要大量的输入数据或复杂的计算,很少提供具有相当大的控制级别的生成系统的控制。对于计算机游戏等应用,大多数现有算法是不可接受的。我们提出了我们的解决方案,它允许基于简化的输入控制复杂的地下系统的系统。可以进一步编辑呈现算法产生的最终对象,并表示为3D空间中的网格。我们允许在每个关键步骤中进行评估,确保最终对象的高水平可控性和最终对象的邻近用户规范。我们获得的结果可用于计算机游戏或类似应用。

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