Assisted race track procedural generation
| Thesis title in Czech: | Asistované procedurální generování závodních tratí |
|---|---|
| Thesis title in English: | Assisted race track procedural generation |
| Key words: | Procedural generation|Runtime optimization|Mixed-initiative|Variable quality |
| English key words: | Proceduralní generování|Runtime optimalizace|Smíšená iniciativa|Proměnlivá kvalita |
| Academic year of topic announcement: | 2021/2022 |
| Thesis type: | diploma thesis |
| Thesis language: | angličtina |
| Department: | Department of Software and Computer Science Education (32-KSVI) |
| Supervisor: | Mgr. Martin Kahoun |
| Author: | Mgr. Petr Šimůnek - assigned and confirmed by the Study Dept. |
| Date of registration: | 30.12.2021 |
| Date of assignment: | 03.01.2022 |
| Confirmed by Study dept. on: | 04.01.2022 |
| Date and time of defence: | 07.06.2022 09:00 |
| Date of electronic submission: | 05.05.2022 |
| Date of submission of printed version: | 16.05.2022 |
| Date of proceeded defence: | 07.06.2022 |
| Opponents: | Mgr. Vojtěch Černý |
| Guidelines |
| A race track is a prominent feature of any racing game. For any player and/or designer of such a game, the most important aspect of a race track is overall shape of the track itself and fine tuned design of all its turns (profile, width, tilt, etc.).
However, track surroundings, while important to provide mood and atmosphere, do not need to be that detailed as they are not important for the gameplay. To alleviate designer's workload a procedural generation of the track's surroudings can be employed which will allow the designer to focus on the track's design itself. The goal of this thesis is to implement a system for procedural generation of a race track surroundings for an existing racing game. The generator should be able to create plausible landscape with zones (forest, plains, town, spectator stands, etc.) around the track (provided as user input) and populate them meaningfully with prefabs from a provided library. At any point, the generator should be able to fix some of the areas to prevent further changes, or be able to regenerate the whole map or parts of it with different settings. |
| References |
| [1] Galin, E., et al. A Review of Digital Terrain Modeling. Computer Graphics Forum, 2019
[2] Smelik, R., et al. A Survey on Procedural Modeling for Virtual Worlds. Computer Graphics Forum 2014 [3] Hendrikx, M., et al. Procedural Content Generation for Games: A Survey. ACM Transactions on Multimedia Computing, Communications, and Applications (TOMCCAP), 2013 [4] Loiacono, D., Cardamone, L., Lanzi, P. L. Automatic Track Generation for High-End Racing Games Using Evolutionary Computation. IEEE Transactions on Computational Intelligence and AI in Games, 2011 [5] Ebert, D., et al. Texturing and Modeling: A Procedural Approach: Third Edition, 2002 [6] Foley, J. D. et al. Computer Graphics: Principles and Practice, Third Edition, 2013 |