Title
Procedural Content Generation of Villages and Road System on Arbitrary Terrains.
Abstract
Modeling a terrain with a large amount of details by hand is an arduous task. Creating roads, villages, buildings and other details demands a lot of time from an artist. In this paper we propose a solution that analyzes the terrain, defines proper areas for the villages and generates the roads connecting them. The area delimited to each village is given by the characteristics of the terrain. The road system is generated using the A* algorithm with our own cost functions that consider the slope of the terrain. Our method is also able to create T-junctions and works from a starting point to any other road. Buildings are placed on each village according to a seed and their locations are defined in acceptable areas of the terrain.
Year
DOI
Venue
2018
10.1109/SBGAMES.2018.00032
SBGames
Keywords
Field
DocType
Roads,Buildings,Urban areas,Cost function,Games,Rivers,Forestry
Content generation,Shortest path problem,Computer science,Terrain,Transport engineering,Multimedia,Procedural generation
Conference
ISSN
ISBN
Citations 
2159-6654
978-1-5386-9605-7
0
PageRank 
References 
Authors
0.34
0
2
Name
Order
Citations
PageRank
Tiago Boelter Mizdal100.34
Cesar Pozzer2738.16