游戏关卡设计的程序自然系统

R. Huijser, Jeroen Dobbe, W. Bronsvoort, Rafael Bidarra
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引用次数: 17

摘要

由于次世代游戏的规模和细节水平的增加,手动设计游戏关卡所需的时间大大增加。本文介绍了程序自然系统,这是一种旨在减少为游戏关卡设计大规模自然现象所需时间的新方法。自然系统的概念将自然现象的形状与其足迹分开,允许设计师单独编辑它们中的任何一个。各种程序技术用于组合自然系统的形状和足迹,以及在游戏世界中实时调整它们。我们的结论是,自然系统为游戏关卡重要部分的直观、灵活和高效的程序生成提供了坚实的基础。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Procedural Natural Systems for Game Level Design
Due to the increase in magnitude and level of detail of next-gen games, the time required to manually design a game level has increased dramatically. This paper introduces procedural natural systems, a novel approach aimed at reducing the time needed to design large-scale natural phenomena for game levels. The concept of natural systems separates the shape of a natural phenomenon from its footprint, allowing a designer to edit either of them separately. Various procedural techniques are used to combine the shape and footprint of a natural system, as well as to tweak these in real-time in a game world. We conclude that natural systems provide a solid foundation for intuitive, flexible and efficient procedural generation of significant portions of a game level.
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