BIAS - A Unity Asset for Procedurally Generating Cities

Eriksson, Alma
Hultsten, David
Hall, David
Johnsson, William
Hultqvist, Ludwig
Liljeqvist, Ludvig
Göteborgs universitet/Institutionen för data- och informationsteknikswe
University of Gothenburg/Department of Computer Science and Engineeringeng
2020-10-30T08:47:36Z
2020-10-30T08:47:36Z
2020-10-30
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.sv
http://hdl.handle.net/2077/66887
engsv
Technology
procedural content generationsv
PCGsv
video game developmentsv
3D citiessv
unitysv
terrain generationsv
city generationsv
BIAS - A Unity Asset for Procedurally Generating Citiessv
text
Student essay
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