{"title":"Procedural Content Generation of Villages and Road System on Arbitrary Terrains","authors":"Tiago Boelter Mizdal, C. Pozzer","doi":"10.1109/SBGAMES.2018.00032","DOIUrl":null,"url":null,"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.","PeriodicalId":170922,"journal":{"name":"2018 17th Brazilian Symposium on Computer Games and Digital Entertainment (SBGames)","volume":"98 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2018-10-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"3","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"2018 17th Brazilian Symposium on Computer Games and Digital Entertainment (SBGames)","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1109/SBGAMES.2018.00032","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
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.