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Generating 3D Terrain with 2D Cellular Automata

Created by
  • Haebom

Author

Nuno Fachada, António R. Rodrigues, Diogo de Andrade, Phil Lopes

Outline

This paper explores a method for generating 3D terrain using simple additive methods using 2D cellular automata (CA). Experiments with various CA transition rules yielded aesthetically appealing and explorable terrain, suggesting its potential for application in game terrain generation.

Takeaways, Limitations

Takeaways: Demonstrates the possibility of generating 3D terrain using a simple 2D CA method. This demonstrates its potential for use in terrain generation in fields such as games. Furthermore, the potential for creating aesthetically appealing terrain has been confirmed.
Limitations: Further analysis is needed to determine the computational efficiency of the proposed method and the diversity of terrain types it can generate. Applicability to complex terrain generation is lacking. Integration with a real game engine and performance evaluation are lacking.
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