Automated Video Game World Map Synthesis by Model-Based Techniques
World maps contribute a significant part of the interactivity and entertainment to modern video games. While large-scale industrial world map generation tools exist, their use usually implies a substantial learning curve, and the cost of licences restricts the accessibility of these tools to individual game developers.
In this paper, we introduce a world map generator for Unity-based games that exploits model-based techniques. After the game-specific concepts of the world map are captured and turned into a metamodel, the world map generation problem is first formulated as a consistent graph generation problem solved by a state-of-the-art model generator. This graph model is subsequently refined into a concrete world within the Unity game engine by (1) mapping the abstract graph elements into Unity game objects and (2) creating a height map based on user-defined properties with the Perlin Noise technique.
Link of demonstration video: https://youtu.be/03BbD61EKpk
Wed 21 Oct Times are displayed in time zone: Eastern Time (US & Canada) change
13:15 - 14:30
|Is Automated Grading of Models Effective? Assessing Automated Grading of Class DiagramsP&I|
|A Model-driven Alternative to Programming in Blocks using Rule-based TransformationsNIV|
Huseyin ErginBall State University, Wenjun ShiEast China Normal University, China, Herart Dominggus Nurue, Jeff GrayUniversity of AlabamaMedia Attached
|Papyrus for gamers, let's play modelingDemo|
Antonio BucchiaroneFondazione Bruno Kessler, Trento, Italy, Maxime Savary-Leblanc, Xavier Le Pallec, Jean-Michel BruelUniversité de Toulouse, France, Antonio CicchettiMälardalen University, Jordi CabotICREA - UOC, Sebastian GerardCEA Saclay - NanoInnov, Hamna Aslam, Annapaola MarconiFondazione Bruno Kessler, Trento, Italy, Mirko Perillo
|Automated Video Game World Map Synthesis by Model-Based TechniquesDemo|