Akash Ajith, S. Babu, Sangeeth K, S. K, Manoj V. Thomas
{"title":"程序迷宫生成的一种新方法","authors":"Akash Ajith, S. Babu, Sangeeth K, S. K, Manoj V. Thomas","doi":"10.1109/IBSSC56953.2022.10037297","DOIUrl":null,"url":null,"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.","PeriodicalId":426897,"journal":{"name":"2022 IEEE Bombay Section Signature Conference (IBSSC)","volume":"2 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2022-12-08","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":"{\"title\":\"A Novel Method in Procedural Maze Generation\",\"authors\":\"Akash Ajith, S. Babu, Sangeeth K, S. K, Manoj V. Thomas\",\"doi\":\"10.1109/IBSSC56953.2022.10037297\",\"DOIUrl\":null,\"url\":null,\"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.\",\"PeriodicalId\":426897,\"journal\":{\"name\":\"2022 IEEE Bombay Section Signature Conference (IBSSC)\",\"volume\":\"2 1\",\"pages\":\"0\"},\"PeriodicalIF\":0.0000,\"publicationDate\":\"2022-12-08\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"0\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"2022 IEEE Bombay Section Signature Conference (IBSSC)\",\"FirstCategoryId\":\"1085\",\"ListUrlMain\":\"https://doi.org/10.1109/IBSSC56953.2022.10037297\",\"RegionNum\":0,\"RegionCategory\":null,\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"\",\"JCRName\":\"\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"2022 IEEE Bombay Section Signature Conference (IBSSC)","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1109/IBSSC56953.2022.10037297","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
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.