ANALYSIS OF PROCEDURAL GENERATION METHODS FOR 3D GAME CONTENT
DOI:
https://doi.org/10.32782/KNTU2618-0340/2021.4.2.2.13Keywords:
game industry, procedural room generation, computer system, mesh networksAbstract
Thanks to the powerful development of the modern gaming industry, the creation of video games is increasingly perceived by authors and users as a separate form of artistic creation. Like any other cultural industry, video games have a huge market full of publishers and developers who create high-budget products. The problems existing in the gaming industry include the speed of creating game content and the quality of processing game objects, that is, displaying the game object in the most realistic or desired form. In light of this, we can say that procedural generation is an indispensable tool in game design. In the presented work, one of the problems of procedural generation is considered - procedural generation of premises. The first section provides an overview of some of the most current procedural content generation techniques that can be used to generate rooms and levels in video games, and analyzes methods for generating building plans automatically. In particular, well-known algorithms and approaches to using procedural generation of structures are analyzed. Based on the analysis of methods for generating houses, a tool for procedural generation of house plans with their three-dimensional display has been developed. In the implemented software system, the ability to adjust various settings of the created objects, as well as the ability to change the house models by the user, has been added. This feature of the system opens up the possibility of generating a building using the constructor method from pre-designed parts. As a result, the variability of buildings increased both externally (building shapes) and internally (floor plans), as well as significantly reduced person-hours spent on creating a more detailed game object of the building. Testing has shown that the developed software system is optimal for use in the game editing mode. Also in the work, various methods of optimizing the display of a building in 3D are investigated and analyzed. The developed system uses such optimization methods as combining building elements into a single mesh networks, correctly creating playable modular parts of the building, as well as using the Poolobject design pattern for multiple repetitions in building houses. Based on the results of the work in the future, it is possible to accelerate the development of games, for example, to generate a procedurally created city or create city models.
References
Togelius J., Shaker N., Nelson M. Procedural Content Generation in Games: A Textbook and an Overview of Current Research, Berlin: Springer, 2014. 142 p.
Browne C. Evolutionary Game Design, Berlin: Springer, 2011. 122 p.
Шорт Т. Х., Адамс Т. Процедурная генерация в гейм-дизайне, М.: ДМК Пресс, 2020. 344 с.
Меженин М.Г. Обзор систем процедурной генерации игр. Вестн. ЮУрГУ. Сер. Выч. матем. информ., 2015, т. 4, вып. 1, с. 5–20.
Процедурная генерация уровней. URL: https://habr.com/post/418685/ (дата обращения: 08.08.2021).
Алгоритм процедурной генерации подземелий. URL: https://https://www.progamer.ru/dev/procedural-dungeon-generation.htm (дата обращения: 08.08.2021).
Dykeman I. Procedural Worlds from Simple Tiles. URL: https://ijdykeman.github.io/ml/2017/10/12/wang-tile-procedural-generation. html (дата обращения: 08.08.2021).
Procedural Map Generation. URL: https://www.gridsagegames.com/blog/2014/06/procedural-map-generation/ (дата обращения: 08.08.2021).
Andersson S. Detailed Procedurally Generated Buildings: master's work / Sweden. Linköping University, 2019. 109 р.
Pádua L. Procedural Modeling of Buildings Composed of Arbitrarily-Shaped Floor-Plans: Background, Progress, Contributions and Challenges of a Methodology Oriented to Cultural Heritage. Journals Computers. Vol. 8, Issue 2, 2019. Р. 1-10.
Kužel V. Procedural building reconstruction from building outlines: master's work / Prague. Charles University, 2018. 98 р.
Camazzato D. A. Method for growth-based procedural floor plan generation: master's work / Rio Grande. Pontifical Catholic University of Rio Grande do Sul, 2015. 132 р.
Silveira I., Camozzato D., Marson F. Real-time Procedural Generation of Personalized Façade and Interior Appearances Based on Semantics. Conference 14th Brazilian Symposium on Computer Games and Digital Entertainment. (Brazilian, 2015). Brazilian, 2015. С 1-8.
Robert E., Wyk V. Christopher J. An O(n log log n)-time algorithm for triangulating a simple polygon, SIAM Journal on Computing. 1988. Vol. 17, № 1. P. 143–178.
Aichholzer O., Aurenhammer F., Alberts D. A novel type of skeleton for polygons. Journal of Universal Computer Science. 1995. №1. Р. 752–761.