
Procedural Generation of Underground Systems with Terrain Features using Schematic Maps and L-systems
Author(s) -
Izabella Antoniuk,
Przemyslaw Stefan Rokita
Publication year - 2016
Publication title -
challenges of modern technology
Language(s) - English
Resource type - Journals
eISSN - 2353-4419
pISSN - 2082-2863
DOI - 10.5604/01.3001.0009.5443
Subject(s) - schematic , terrain , computer science , process (computing) , key (lock) , computation , set (abstract data type) , simple (philosophy) , automaton , computer graphics (images) , engineering drawing , computational science , algorithm , artificial intelligence , programming language , engineering , geography , philosophy , cartography , computer security , epistemology , electronic engineering
This article describes an algorithm for procedural generation of underground systems with terrain features, by processing set of schematic maps.L-system and cellular automata are used to generate final system shapes. Most of existing algorithms are not suitable for application in computergames, since they usually lack any considerable level of control, require large amount of computation or produce overly complex meshes. We presentour solution, that can produce editable 3D objects from very simple input, with high level of control over final system layout. We also allow evaluationat every key step of generation process. Presented approach incorporates placement of various terrain features with stalactites, stalagmites andcolumns as an example of such elements. Obtained results can be used in computer games or similar applications.