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Procedural generation of stylized 2D maps

Published: 13 June 2007 Publication History

Abstract

Outdoor worlds are often the setting for games and game worlds are often accompanied by a stylized version of the world drawn by an artist as a 2D map. Procedurally generating the terrain allows games to have a higher replay value. A limitation of procedural terrain generation is an artistic map of the terrain cannot be created by an artist beforehand. We propose an algorithm for generating a stylized 2D map from a simple procedurally generated 2D basis map. Our algorithm could be used in a game to generate stylized maps at execution time or in an offline application to serve as a guideline for an artist.

References

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Ebert, D., et al. Texture and Modeling: A Procedural Approach 3rd edition. Academic Press, London, England, 1994.
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Gehling, M. Dynamic Skyscape. In Game Developer. March 2006.
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Greuter, S., et al. Real-time Procedural Generation of 'Pseudo Infinite' Cities. In Proceedings of the 1st International Conference on Computer Graphics and Interactive Techniques in Australia and South East Asia (Melbourne, 2003). 87--94.
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Muller, P., et al. Procedural Modeling of Buildings. ACM Transaction on Graphics., 25, 3 (July 2006), 614--623.
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Prusinkiewicz, P., and Hammel, M. A Fractal Model of Mountains with Rivers. In Proceedings of Graphics Interface (Toronto, Ontario, May 19-21, 1993). 174--180.
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Roden, T., and Parberry, I. From Artistry to Automation: A Structured Methodology for Procedural Content Creation. In Proceedings of the 3rd International Conference on Entertainment Computing (Eindhoven, The Netherlands, September 1-3, 2004). 151--156.
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Roden, T., and Parberry, I. Procedural Level Generation. In Game Programming Gems 5. Charles River Media, March 2005, 579--588.

Cited By

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  • (2023)Automatic Creation of Tiled Maps in Two-Dimensional Top-Down Digital Role Playing GamesIEEE Access10.1109/ACCESS.2023.331475411(101813-101822)Online publication date: 2023
  • (2023)An Algorithm for Automatic Creation of Ground Level Maps in Two-Dimensional Top-Down Digital Role Playing GamesComputer Vision and Graphics10.1007/978-3-031-22025-8_15(213-222)Online publication date: 11-Feb-2023
  • (2015)Procedural Generation of Adjustable Terrain for Application in Computer Games Using 2D MapsPattern Recognition and Machine Intelligence10.1007/978-3-319-19941-2_8(75-84)Online publication date: 23-Jun-2015
  • Show More Cited By

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  1. Procedural generation of stylized 2D maps

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    cover image ACM Conferences
    ACE '07: Proceedings of the international conference on Advances in computer entertainment technology
    June 2007
    324 pages
    ISBN:9781595936400
    DOI:10.1145/1255047
    Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than ACM must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected]

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    New York, NY, United States

    Publication History

    Published: 13 June 2007

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    Author Tags

    1. data amplification
    2. procedural generation
    3. stylized map

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    Cited By

    View all
    • (2023)Automatic Creation of Tiled Maps in Two-Dimensional Top-Down Digital Role Playing GamesIEEE Access10.1109/ACCESS.2023.331475411(101813-101822)Online publication date: 2023
    • (2023)An Algorithm for Automatic Creation of Ground Level Maps in Two-Dimensional Top-Down Digital Role Playing GamesComputer Vision and Graphics10.1007/978-3-031-22025-8_15(213-222)Online publication date: 11-Feb-2023
    • (2015)Procedural Generation of Adjustable Terrain for Application in Computer Games Using 2D MapsPattern Recognition and Machine Intelligence10.1007/978-3-319-19941-2_8(75-84)Online publication date: 23-Jun-2015
    • (2009)Self-adapting dynamically generated maps for turn-based strategic multiplayer browser gamesProceedings of the International Conference on Advances in Computer Entertainment Technology10.1145/1690388.1690457(353-356)Online publication date: 29-Oct-2009
    • (2009)Tools for Procedural Generation of Plants in Virtual ScenesProceedings of the 9th International Conference on Computational Science10.1007/978-3-642-01973-9_89(801-810)Online publication date: 25-May-2009

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