Gumbart, Markus Supervisor: Prof. Gudrun Klinker Advisor: Dyrda, Daniel (@ga67gub) Submission Date: [created]
The paper explores the process behind the procedural generation of the geometry of game levels based on hierarchical graphs. This is done by defining a pipeline which starts off with an abstract graph structure of hierarchical nodes; the arising ideas are implemented in a program in order to actualize them. The pipeline consists of four parts which are room positioning, space partitioning, room generation and hallway placement. These procedures are carried out on a two-dimensional uniform grid map. In the room positioning step, the room nodes of the graph are positioned within the scene and onto the base level map. Afterwards, the space of the scene is partitioned according to the rooms positions in order to generate subspaces. For this step, several different algorithms are presented and implemented. The next process in the pipeline is to generate the rooms within their individual subspaces. These rooms are then connected in the last step, which is to build hallways between rooms according to the edges between the nodes in the graph. The variety of possible resulting levels is demonstrated by presenting different scenarios of level construction using the program developed in this work.
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