Design of game worlds is becoming more and more labor-intensive because of the increasing demand and complexity of content. This is being partially addressed by developing semi-automated procedural techniques that help generate (parts of) game worlds (e.g terrains, cities and buildings). However, most level editors rather deficiently capture and deploy designer's intent. For example, common positional or functional relationships between objects are usually limited to pre-processing a number of anticipated cases. In this paper we propose a novel scheme for specifying high-level semantics of objects within a game virtual world, and in particular we illustrate its application to a variety of layout solving problems raised by procedural generat...
Designing virtual game worlds is often a long and labor-intensive process. Moreover, when a game wor...
We aim to improve on the design of procedurally generated game levels. We propose a method which emp...
Because of the increasing detail and size of virtual worlds, designers are more and more urged to co...
Design of game worlds is becoming more and more labor-intensive because of the increasing demand and...
Powerful graphics hardware is enabling strong improvements in both the appearance and the complexity...
Powerful graphics hardware is enabling strong improvements in both the appearance and the complexity...
Procedural content generation is becoming more and more relevant to solve the problem of content cre...
Procedural generation of virtual worlds is a promising alternative to classical manual modelling app...
Current game worlds often fall short in providing consistency be-tween the visual representation of ...
With the ever increasing costs of manual content creation for 3D virtual worlds, the potential of ge...
Recent videogames contain complex virtual worlds, full of highly detailed virtual objects. Although ...
Computer games often take place in extensive virtual worlds, attractive for roaming and exploring. U...
Abstract—Computer games often take place in extensive virtual worlds, attractive for roaming and exp...
To increase a player's immersion in the game world, its objects should behave as one would reasonabl...
When most commercial games are shipped, their gameplay has typically been prescripted. All game comp...
Designing virtual game worlds is often a long and labor-intensive process. Moreover, when a game wor...
We aim to improve on the design of procedurally generated game levels. We propose a method which emp...
Because of the increasing detail and size of virtual worlds, designers are more and more urged to co...
Design of game worlds is becoming more and more labor-intensive because of the increasing demand and...
Powerful graphics hardware is enabling strong improvements in both the appearance and the complexity...
Powerful graphics hardware is enabling strong improvements in both the appearance and the complexity...
Procedural content generation is becoming more and more relevant to solve the problem of content cre...
Procedural generation of virtual worlds is a promising alternative to classical manual modelling app...
Current game worlds often fall short in providing consistency be-tween the visual representation of ...
With the ever increasing costs of manual content creation for 3D virtual worlds, the potential of ge...
Recent videogames contain complex virtual worlds, full of highly detailed virtual objects. Although ...
Computer games often take place in extensive virtual worlds, attractive for roaming and exploring. U...
Abstract—Computer games often take place in extensive virtual worlds, attractive for roaming and exp...
To increase a player's immersion in the game world, its objects should behave as one would reasonabl...
When most commercial games are shipped, their gameplay has typically been prescripted. All game comp...
Designing virtual game worlds is often a long and labor-intensive process. Moreover, when a game wor...
We aim to improve on the design of procedurally generated game levels. We propose a method which emp...
Because of the increasing detail and size of virtual worlds, designers are more and more urged to co...