Generating layout for complex cave-like levels with schematic maps and Cellular Automata

Main Article Content

Izabella Antoniuk


Keywords : Cellular Automata, computer games, Diamond-Square, procedural cave generation, procedural level generation, schematic maps
Abstract

In this paper an algorithm for creating cave-like, user-guided layout is presented. In applications such as computer games, underground structures offer unique challenges and interesting space for player actions. Preparation of such areas can be time consuming and tiresome, especially during the design process, when many ideas are often scrapped. Presented approach aims at improving this process. Schematic input is used so the user can quickly define the general layout. Cave system is divided into levels and tiles - easily-parallelizable modules for the following method stages. Cellular automata are used to extend initial system sketch with interesting shapes while the diamond-square algorithm spreads the final terrain heights. Each stage uses the results of the previously performed operations as input, providing space for alterations. Input maps can be reused to obtain different variations of the same system. The final structure is represented as a 3D point cloud. Chosen representation supports multilevel systems and can be used either as a base for further algorithms, or as a final mesh. The presented approach can be easily incorporated into game design process, while visualizing initial layouts and speeding up preparation of unique, interesting and challenging game spaces for the players to traverse.

Article Details

How to Cite
Antoniuk, I. (2023). Generating layout for complex cave-like levels with schematic maps and Cellular Automata. Machine Graphics and Vision, 32(2), 45–65. https://doi.org/10.22630/MGV.2023.32.2.3
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