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...

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Bibliographic Details
Main Authors: Werner Gaisbauer, Helmut Hlavacs
Format: Article
Language:English
Published: Serious Games Society 2017-06-01
Series:International Journal of Serious Games
Subjects:
PCG
VR
Online Access:http://journal.seriousgamessociety.org/index.php/IJSG/article/view/161
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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
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