Last Thursday, I have presented a paper with title ‘Randomly Generated 3D Environments for Serious Games’, which was co-authored with Jeremy Noghani and Dr. Eike Falk Anderson, to the 2nd IEEE International Conference in Games and Virtual Worlds for Serious Applications. The paper describes a variety of methods that can be used to create realistic, random 3D environments for serious games requiring real-time performance. These include the generation of terrain, vegetation and building structures. An interactive flight simulator has been created as proof of concept.
Initial results with two different types of user groups (remote and hallway) showed that overall the flight simulator is enjoyable, looks realistic for a gaming scenario and thus also has the potential to be used for the development of serious games. In the future, a classification regarding buildings and vegetation will be developed allowing for automatic random generation of larger urban environments. To improve the cognitive perception of the players, additional urban geometry will be generated automatically.
A draft version of the article can be downloaded from here.
A draft version of the article can be downloaded from here.