L-system Application to Procedural Generation of Room Shapes for 3D Dungeon Creation in Computer Games

  • Izabella AntoniukEmail author
  • Paweł Hoser
  • Dariusz Strzęciwilk
Conference paper
Part of the Advances in Intelligent Systems and Computing book series (AISC, volume 889)


In this paper we present a method for procedural generation of room shapes, using modified L-system algorithm and user-defined properties. Existing solution dealing with dungeon creation usually focus on generating entire systems (without giving considerable amount of control over layout of such constructions) and often don’t consider three-dimensional objects. Algorithms with such limitations are not suitable for applications such as computer games, where structure of entire dungeon needs to be precisely defined and have a specific set of properties. We propose a procedure, that can create interesting room shapes, with minimal user input, and then transfers those shapes to editable 3D objects. Presented algorithm can be used both as part of bigger solution, as well as separate procedure, able to create independent components. Output objects can be used during design process, or as a base for dungeon creation, since all elements can be easily connected into bigger structures.


Computer games L-system Procedural content generation Procedural dungeon generation 


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Copyright information

© Springer Nature Switzerland AG 2019

Authors and Affiliations

  • Izabella Antoniuk
    • 1
    Email author
  • Paweł Hoser
    • 1
  • Dariusz Strzęciwilk
    • 1
  1. 1.Faculty of Applied Informatics and Mathematics, Department of Applied InformaticsWarsaw Univesrity of Life SciencesWarsawPoland

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