BIAS - A Unity Asset for Procedurally Generating Cities
Typ
Examensarbete på kandidatnivå
Program
Publicerad
2020
Författare
Eriksson, Alma
Hultsten, David
Hall, David
Johnsson, William
Hultqvist, Ludwig
Liljeqvist, Ludvig
Modellbyggare
Tidskriftstitel
ISSN
Volymtitel
Utgivare
Sammanfattning
Procedural content generation, or PCG, is a method of algorithmically generating,
for instance, video game content with a limited amount of user input. The purpose
of this project is to explore how PCG may be used in game development to make
the process of creating game assets less time consuming. To achieve this, a study
of existing algorithms, such as rewriting systems and noise functions, is presented.
These algorithms have been adapted to generate cities consisting of terrain, road
networks, as well as buildings. The result is a tool called BIAS, Built in a Second,
built on the game development platform Unity, which can be used to generate
graphical representations of three-dimensional cities. Additionally, BIAS is designed
to provide game developers with a degree of control of the generation. The tool
consists of a user interface that can be used by developers to manipulate several
aspects of the procedural generation. The resulting tool shows that it is possible
to use PCG to generate cities, but it is far from perfect; a lot can be improved and
added to make the tool better.
Beskrivning
Ämne/nyckelord
Procedural content generation , PCG , Video game development , 3D cities , Unity , Terrain generation , City generation