
Be the first to like this
Slideshare uses cookies to improve functionality and performance, and to provide you with relevant advertising. If you continue browsing the site, you agree to the use of cookies on this website. See our User Agreement and Privacy Policy.
Slideshare uses cookies to improve functionality and performance, and to provide you with relevant advertising. If you continue browsing the site, you agree to the use of cookies on this website. See our Privacy Policy and User Agreement for details.
Scribd will begin operating the SlideShare business on December 1, 2020 As of this date, Scribd will manage your SlideShare account and any content you may have on SlideShare, and Scribd's General Terms of Use and Privacy Policy will apply. If you wish to opt out, please close your SlideShare account. Learn more.
Published on
This paper describes a procedural content generation system based on a nongrid wave function collapse (WFC) algorithm. The goal of this system is for the game designer procedurally to create key content elements in the game level through simple association rule input. To do this, we proposed a graphbased data structure that can be easily integrated with a navigation mesh data structure in a 3D world. With our system, if the user inputs the minimum association rule, it is possible effectively to generate PCG content in the threedimensional world. The experimental results show that the WFC, which is a texture synthesis algorithm, can be extended to a nongrid shape with high control ability and scalability.
Be the first to like this