Procedural Generation of Isometric Racetracks Using Chain Code for Racing Games

  • Erik Jhones F. do Nascimento Instituto Federal do Ceará (IFCE)
  • Tassiana M. Castro Instituto Federal do Ceará (IFCE)
  • Ana Carolina S. Abreu Instituto Federal do Ceará (IFCE)
  • Filipe A. Lira Instituto Federal do Ceará (IFCE)
  • Amauri H. Souza Instituto Federal do Ceará (IFCE)

Resumo


In this work, we propose a procedural generation method for railroad circuits based on the chain code algorithm.The process creates a list with directions in a two-dimensional space from a series of operations using the chain code and imagesof predefined real tracks. This list was used in the Unity engine to provide the positions, starting from a predefined starting point, which will insert the elements of the circuit during its creation. The race track format still goes through a preprocessing method to filter the ladder effect generated by the chain code andfine-tune details before being simulated in a game. This allow seach track to have a unique pattern and good gameplay. Testscarried out using our generation method in a 2D (two dimensions) isometric kart game showed that in all runs, the tracks had anaverage of 98.5% difference among them and maintained the gameplay standards.

Palavras-chave: racetracks, racing games, chain code, procedural generation, 2D games

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Publicado
18/10/2021
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NASCIMENTO, Erik Jhones F. do; CASTRO, Tassiana M.; ABREU, Ana Carolina S.; LIRA, Filipe A.; SOUZA, Amauri H.. Procedural Generation of Isometric Racetracks Using Chain Code for Racing Games. In: SIMPÓSIO BRASILEIRO DE JOGOS E ENTRETENIMENTO DIGITAL (SBGAMES), 20. , 2021, Online. Anais [...]. Porto Alegre: Sociedade Brasileira de Computação, 2021 . p. 136-143.