VideojogosLusofona / snappable-meshes-pcg

Procedural generation of 3D maps with snappable meshes

Home Page:https://github.com/VideojogosLusofona/snappable-meshes-pcg/wiki

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Snappable Meshes PCG with automatic generation of piece metadata

An implementation of the Snappable Meshes PCG technique in Unity with automatic generation of piece metadata.

What is it?

The Snappable Meshes PCG technique consists of a system of connectors with pins and colors which constrains how any two map pieces (i.e., meshes) can snap together. Through the visual design and manual specification of these connection constraints (v1.0.0) or a new auto-generation approach (v2.0.0), as well as an easy-to-follow generation procedure, the method is accessible to game designers and/or other non-experts in PCG, AI or programming.

This repository contains prototype implementations of these techniques developed in the Unity game engine.

How does it work?

01 02 03

Releases and published research

v2.0.0 - Automatic generation of map piece metadata

  • de Andrade, D. & Fachada, N. (2023). Automated Generation of Map Pieces for Snappable Meshes. In Proceedings of Foundations of Digital Games 2023, FDG '23, Lisbon, Portugal. ACM. https://doi.org/10.1145/3582437.3582483

v1.0.0 - Original Snappable Meshes implementation

v0.0.1 - Preliminary work

  • e Silva, R. C., Fachada, N. Códices, N. & de Andrade, D. (2020). Procedural Game Level Generation by Joining Geometry with Hand-Placed Connectors. In Proceedings of Videojogos 2020 - 12th International Videogame Sciences and Arts Conference, VJ '20 (pp. 80-93), Mirandela, Portugal. SPCV. http://videojogos2020.ipb.pt/docs/ProceedingsVJ2020.pdf#page=80

Third-party plugins

This software uses the following third-party plugins:

License

Apache 2.0