Title(KR)
Procedural Maze Generation System for Three Dimensional Polygon Surface
Title(ENG)
Procedural Maze Generation System for Three Dimensional Polygon Surface
Keywords(KR)
Maze, Labyrinth, Puzzle Game, Procedural System, Game Assets, Maze Game
Keywords(ENG)
Maze, Labyrinth, Puzzle Game, Procedural System, Game Assets, Maze Game
Author
Chueng Woon JHO
Abstract(ENG)
Mazes are one of the most commonly used forms for computer video games. The maze expressed in the form of a two-dimensional grid is the most representative, but it is used in a wide variety of forms. Many game assets are created by graphic designers, but are often automated by algorithms. In particular, recently, the method of creating procedural game assets has been in the spotlight, and the productivity of game assets can be increased. The proposed study has been limited to the creation of a 2D maze, so we intend to extend the automation method to 3D graphics. How to create a 2D maze is an old subject in computer science. In games, it is mainly used for dungeons and level creation. A recent maze-related study has been conducted on a method of generating a maze similar to this based on an image or a photograph, user control, style creation, and the like. This study proposes an automatic maze generation system as a three-dimensional extension. Path generation and creation of a 3D wall model consist of PCG (Procedural Contents Generation), and the maze generation density, shape control, and discontinuity control are implemented in a form that can be intervened by the user. In addition, the answer route between the user-specified departure and arrival point cells is automatically generated. The proposed system supports these functions at an interactive working speed.
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