Procedural Attack! Procedural Generation for Populated Virtual Cities: A Survey
On the one hand, creating rich virtual worlds "by hand" like in the game Grand Theft Auto V is hugely expensive and limited to large studios. On the other hand, procedural content generation (PCG) allows tiny teams to create huge worlds like Hello Games did with only four people (in the be...
Main Authors: | , |
---|---|
Format: | Article |
Language: | English |
Published: |
Serious Games Society
2017-06-01
|
Series: | International Journal of Serious Games |
Subjects: | |
Online Access: | http://journal.seriousgamessociety.org/index.php/IJSG/article/view/161 |
id |
doaj-b69fcbe42c484969b5003b9b15e26f43 |
---|---|
record_format |
Article |
spelling |
doaj-b69fcbe42c484969b5003b9b15e26f432020-11-24T23:18:30ZengSerious Games SocietyInternational Journal of Serious Games2384-87662017-06-014210.17083/ijsg.v4i2.16193Procedural Attack! Procedural Generation for Populated Virtual Cities: A SurveyWerner Gaisbauer0Helmut Hlavacs1University of ViennaUniversity of ViennaOn the one hand, creating rich virtual worlds "by hand" like in the game Grand Theft Auto V is hugely expensive and limited to large studios. On the other hand, procedural content generation (PCG) allows tiny teams to create huge worlds like Hello Games did with only four people (in the beginning) for the recently released game No Man's Sky. Following in the footsteps of Hello Games, this paper tries to equip the reader with an overview about the state-of-the-art of how to build such a virtual world, i.e., a populated virtual city with buildings, streets, parks, vegetation, humans, and vehicles, using just PCG assets. Each PCG asset that is envisioned to bring the city to life is grouped and discussed in detail and the latest research trends in PCG are presented together with open questions. Using the above-mentioned PCG assets, instead of months, a city can be built in a mere couple of minutes by a user without much experience in designing 3D assets. The city can then be used for many applications like games, virtual reality (VR), or film. http://journal.seriousgamessociety.org/index.php/IJSG/article/view/161Virtual WorldsPCG3D AssetsGamesVR |
collection |
DOAJ |
language |
English |
format |
Article |
sources |
DOAJ |
author |
Werner Gaisbauer Helmut Hlavacs |
spellingShingle |
Werner Gaisbauer Helmut Hlavacs Procedural Attack! Procedural Generation for Populated Virtual Cities: A Survey International Journal of Serious Games Virtual Worlds PCG 3D Assets Games VR |
author_facet |
Werner Gaisbauer Helmut Hlavacs |
author_sort |
Werner Gaisbauer |
title |
Procedural Attack! Procedural Generation for Populated Virtual Cities: A Survey |
title_short |
Procedural Attack! Procedural Generation for Populated Virtual Cities: A Survey |
title_full |
Procedural Attack! Procedural Generation for Populated Virtual Cities: A Survey |
title_fullStr |
Procedural Attack! Procedural Generation for Populated Virtual Cities: A Survey |
title_full_unstemmed |
Procedural Attack! Procedural Generation for Populated Virtual Cities: A Survey |
title_sort |
procedural attack! procedural generation for populated virtual cities: a survey |
publisher |
Serious Games Society |
series |
International Journal of Serious Games |
issn |
2384-8766 |
publishDate |
2017-06-01 |
description |
On the one hand, creating rich virtual worlds "by hand" like in the game Grand Theft Auto V is hugely expensive and limited to large studios. On the other hand, procedural content generation (PCG) allows tiny teams to create huge worlds like Hello Games did with only four people (in the beginning) for the recently released game No Man's Sky. Following in the footsteps of Hello Games, this paper tries to equip the reader with an overview about the state-of-the-art of how to build such a virtual world, i.e., a populated virtual city with buildings, streets, parks, vegetation, humans, and vehicles, using just PCG assets. Each PCG asset that is envisioned to bring the city to life is grouped and discussed in detail and the latest research trends in PCG are presented together with open questions. Using the above-mentioned PCG assets, instead of months, a city can be built in a mere couple of minutes by a user without much experience in designing 3D assets. The city can then be used for many applications like games, virtual reality (VR), or film.
|
topic |
Virtual Worlds PCG 3D Assets Games VR |
url |
http://journal.seriousgamessociety.org/index.php/IJSG/article/view/161 |
work_keys_str_mv |
AT wernergaisbauer proceduralattackproceduralgenerationforpopulatedvirtualcitiesasurvey AT helmuthlavacs proceduralattackproceduralgenerationforpopulatedvirtualcitiesasurvey |
_version_ |
1725581264810934272 |