Procedural Content Generation of Villages and Road System on Arbitrary Terrains

Tiago Boelter Mizdal, C. Pozzer
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引用次数: 3

Abstract

Modeling a terrain with a large amount of details by hand is an arduous task. Creating roads, villages, buildings and other details demands a lot of time from an artist. In this paper we propose a solution that analyzes the terrain, defines proper areas for the villages and generates the roads connecting them. The area delimited to each village is given by the characteristics of the terrain. The road system is generated using the A* algorithm with our own cost functions that consider the slope of the terrain. Our method is also able to create T-junctions and works from a starting point to any other road. Buildings are placed on each village according to a seed and their locations are defined in acceptable areas of the terrain.
任意地形上村庄和道路系统的程序内容生成
通过手工建模具有大量细节的地形是一项艰巨的任务。创造道路、村庄、建筑和其他细节需要艺术家花费大量时间。在本文中,我们提出了一个解决方案,分析地形,为村庄定义适当的区域,并产生连接它们的道路。每个村庄的面积是根据地形的特点划分的。道路系统是使用A*算法生成的,我们自己的成本函数考虑了地形的坡度。我们的方法也能够创建t型路口,并从起点到任何其他道路工作。建筑被放置在每个村庄根据种子和他们的位置被定义在地形的可接受的区域。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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