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<p>Concept - Programming</p>
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<time class="published">Project #11</time>
<a href="About-me.html" class="author"
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<h3>The Backstory</h3>
<p>
This is a collection of projects from the field of procedural
Generation. Especially through open world games, procedural
level generation is becoming increasingly important. Here are
a few examples that I have implemented in this area.
</p>
<h4>Procedural Road Generation</h4>
<p>
Through a seminar called 'Building an autonomous driving
vehicle' we have been working in a group of 3 people on how to
generate procedural roads. The aim of the seminar was to
participate in the VDI and Carolo Cup competitions. These are
competitions for self-driving cars on a scale of 1:10 or 1:8.
In order to train the neural network well, we needed a way to
generate countless circuits without having to create each one
individually by hand. We have developed our own algorithm that
makes it possible to generate any number of roads with the
help of different types of noise and the A* algorithm. In
addition, street signs are also generated procedurally. We
have developed our own editor that makes it possible to make
changes to the circuits afterwards and an exporter that
translates the circuit into the OpenDrive format, which is
supported by most simulation software, such as CarMaker or
CARLA. The scientific paper can be found here.
</p>
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<li><a href="https://www.qt.io/" target="_blank">Qt</a></li>
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<h4>Procedural Level Generation</h4>
<p>
In the subject 'Procedural Modelling' we had a project in
which we generated an entire level completely procedurally. I
used the tools that this C++ engine offers to generate a
procedural level. The terrain was created using overlaid noise
functions. The lantern model is a fully parameterisable
object. With the help of 22 parameters, an unlimited number of
variants of the model can be created. The lemon tree was
realised with the help of an L-system. The building was
constructed using a technique called hierarchitectural
modelling. The objects were placed randomly in the scene.
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<h4>Procedural Dungeon Generation</h4>
<p>
In this own project I implemented procedural dungeons in
Unity. You can imagine the dungeon from a bird's eye view. A
room can have up to 4 doors. The algorithm can be adapted to
the needs of the game. You can define how big the dungeon
should be and how densely rooms should be placed. There is
always a path between the start room and the boss room and
additional paths that encourage exploration.
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