SpeedRock: Procedural rocks through grammars and evolution

Isaac M. Dart, Gabriele De Rossi, Julian Togelius

    Research output: Chapter in Book/Report/Conference proceedingConference contribution

    Abstract

    We present an approach to procedurally generating diverse and believable rocks for usage in games and virtual worlds. The basic idea is to evolve rulesets for three-dimensional L-systems. The fitness calculation involves expanding these rulesets a number of times, collapsing the resulting structure and evaluating how well the collapsed structure conforms to a user-specified shape. Texture is then applied through ray-casting from a sphere around the evolved "skeleton". The result is a lightweight, stand-alone tool for rock generation capable of exporting assets to mainstream modelling programs.

    Original languageEnglish (US)
    Title of host publication2nd International Workshop on Procedural Content Generation in Games, PCGames 2011 - Co-located with the 6th International Conference on the Foundations of Digital Games
    DOIs
    StatePublished - 2011
    Event2nd International Workshop on Procedural Content Generation in Games, PCGames 2011 - Co-located with the 6th International Conference on the Foundations of Digital Games - Bordeaux, France
    Duration: Jun 28 2011Jun 28 2011

    Publication series

    NameACM International Conference Proceeding Series

    Other

    Other2nd International Workshop on Procedural Content Generation in Games, PCGames 2011 - Co-located with the 6th International Conference on the Foundations of Digital Games
    Country/TerritoryFrance
    CityBordeaux
    Period6/28/116/28/11

    ASJC Scopus subject areas

    • Software
    • Human-Computer Interaction
    • Computer Vision and Pattern Recognition
    • Computer Networks and Communications

    Fingerprint

    Dive into the research topics of 'SpeedRock: Procedural rocks through grammars and evolution'. Together they form a unique fingerprint.

    Cite this