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논문 기본 정보

자료유형
학술저널
저자정보
조청운 (동서대학교)
저널정보
한국컴퓨터게임학회 한국컴퓨터게임학회논문지 한국컴퓨터게임학회논문지 제33권 제2호
발행연도
2020.1
수록면
23 - 32 (10page)

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초록· 키워드

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Mazes are one of the most commonly used forms for computer video games. The maze expressed in the form of a two-dimensional grid is the most representative, but it is used in a wide variety of forms. Many game assets are created by graphic designers, but are often automated by algorithms. In particular, recently, the method of creating procedural game assets has been in the spotlight, and the productivity of game assets can be increased. The proposed study has been limited to the creation of a 2D maze, so we intend to extend the automation method to 3D graphics. How to create a 2D maze is an old subject in computer science. In games, it is mainly used for dungeons and level creation. A recent maze-related study has been conducted on a method of generating a maze similar to this based on an image or a photograph, user control, style creation, and the like. This study proposes an automatic maze generation system as a three-dimensional extension. Path generation and creation of a 3D wall model consist of PCG (Procedural Contents Generation), and the maze generation density, shape control, and discontinuity control are implemented in a form that can be intervened by the user. In addition, the answer route between the user-specified departure and arrival point cells is automatically generated. The proposed system supports these functions at an interactive working speed.

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