Marc Dangschat

Computer Science

Procedural Generation of 3D Maps

Abstract The procedural generation of new content in video games is booming in the last years. There where even games whose biggest selling point was the amount of procedurally generated data. In this paper we elaborate about our use of an graph based map generation method that was used to generate archipelago type maps for a seafare and pirates 3D game. The map graph has been computed based on a random point distribution which was used to create a Voronoi diagram, which has been combined with its corresponding Delauny triangulation. Read more →