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

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Advances in Soft and Hard Computing (ACS 2018)

Part of the book series: Advances in Intelligent Systems and Computing ((AISC,volume 889))

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Abstract

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.

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Correspondence to Izabella Antoniuk .

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Antoniuk, I., Hoser, P., Strzęciwilk, D. (2019). L-system Application to Procedural Generation of Room Shapes for 3D Dungeon Creation in Computer Games. In: Pejaś, J., El Fray, I., Hyla, T., Kacprzyk, J. (eds) Advances in Soft and Hard Computing. ACS 2018. Advances in Intelligent Systems and Computing, vol 889. Springer, Cham. https://doi.org/10.1007/978-3-030-03314-9_32

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