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Procedural Generation of Virtual Cities for Computer Game Application

Procedural Generation of Virtual Cities for Computer Game Application. Bruce Megget Andrew Gits Francois Grobbelaar Liz Harte. Introduction. Virtual City Creation of an entire city using procedural techniques Population of the city with buildings, roads, people, and other objects

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Procedural Generation of Virtual Cities for Computer Game Application

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  1. Procedural Generation of Virtual Cities for Computer Game Application Bruce Megget Andrew Gits Francois Grobbelaar Liz Harte

  2. Introduction • Virtual City • Creation of an entire city using procedural techniques • Population of the city with buildings, roads, people, and other objects • Benefits of Procedural Generation • Much faster development time with generated city • Enables almost endless amount of maps for gamer • Challenges • Can require a large amount of computer resources • Difficult to generate a “convincing” city

  3. Background • Existing city-based games • Two ways to generate • Before Execution • Real-time • AI in games

  4. Existing Games with Cities • Sim City 4 • Creation of unique cities • However, not procedurally generated - requires user interaction. • Burnout 3: Takedown • Massive detailed city • Painstakingly created from scratch by 3D artists, taking months of production time

  5. Pre-Execution Generation • Lechner et al • City “grows”, following rules, simulating the growth of a real city. • Parish and Muller • Realistic road system generation using rules and constraints, based on existing road systems

  6. Real-time Generation • Greuter et al • Generation of buildings geometry and texturing • Follows a grid-like road system • Descensor Engine • Generation of random worlds, following basic rules • Only generates as much detail as computer can handle

  7. AI in Games • Textbooks • Practical advice on building game AI • Bots • Half Life & Quake • Monster AI • MODs

  8. Goals • Creation of an immersive “living” city • Everything looks realistic • Elaborate visual detail • “living”  people/cars moving about independently • Each generated city is unique • AI • People, interact with the environment around them • Cars following road system, traffic rules

  9. Immersive “living” city • Common city elements • Traffic lights/road signs • Rubbish • Phone booths etc • People and Cars • Environment • Weather • Day/Night (lighting of scene) • Advertising • Anything else

  10. AI in the city • Agents traversing • Active/Reactive • Wander • Goal Driven • Cars driving • Traffic signals • Road rules • Pedestrians

  11. Project Plan so far • Choose an engine (week 2) • Finished collaborative framework (week 4) • Include road generation (week 4) • Finished building textures, building shapes and size generation, building placement etc (week 7) • Incorporated AI agents (week 8) • Realistic details of city (extras) completed (week 9)

  12. Starting point • Commercial game engines • Usually only game-code source is available • Much more stable, very easy to use • Open Source game engines • Ability to modify any part of the engine source • Large community of developers continually improving engine

  13. Commercial Game Engines • Quake (1, 2, or 3) • Older technology • Fast, efficient • Unreal 2 • Relatively old, but powerful • Similar to Quake engines • “Source” (Half-life 2) • Newer than previous two • Better for large open areas

  14. Open Source Game Engines • OGRE • Crystal Space • Irrlicht • The Nebula Device

  15. Conclusion • Many different paths to take • Aim to create an immersive living environment in the limited time we have • Any Questions?

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