A Novel Method in Procedural Maze Generation

Akash Ajith, S. Babu, Sangeeth K, S. K, Manoj V. Thomas
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Abstract

The concept of procedural content generation (PCG) in game development has existed for a long time. It is used in games for the generation of unique content which help in making the game re-playable. Procedural content generation can be used in almost all game design areas. From level generation to creating a storyline for the game, the use of PCG helps in decreasing the overall time required to design an interesting game. The only problem with PCG is that it is hard to implement and optimize. This document consists of an algorithm that works on a type of recursion and the concept of snappable meshes. This is done using prefabs and other features that are available in Unity Engine[6]. All the methods mentioned in this document are done using Unity Engine. Unity Engine is one of many famous game engines that are available online. The algorithm mentioned helps in creating a procedural maze. The game levels are generated dynamically, allowing the player to experience new levels and avoid repetition of the same levels as in traditional games. The algorithm and its implementation in Unity Engine are explained in detail. How the meshes are spawned and placed dynamically to generate a level is also discussed.
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程序迷宫生成的一种新方法
游戏开发中的程序内容生成(PCG)概念已经存在很长时间了。它在游戏中用于生成独特的内容,这有助于使游戏具有重玩性。程序内容生成几乎可以用于所有游戏设计领域。从关卡生成到创造游戏故事线,使用PCG有助于减少设计一款有趣游戏所需的总时间。PCG的唯一问题是很难执行和优化。本文档包括一种递归算法和可抓取网格的概念。这是使用预制件和Unity引擎中可用的其他功能[6]完成的。本文中提到的所有方法都是使用Unity引擎完成的。Unity引擎是众多著名的在线游戏引擎之一。上述算法有助于创建程序迷宫。游戏关卡是动态生成的,允许玩家体验新关卡,避免重复传统游戏中的相同关卡。详细说明了该算法及其在Unity引擎中的实现。我们还讨论了如何生成网格并动态地放置网格以生成关卡。
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