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    Procedural Generation of 3D Maps with Wave Function Collapse: Optimization and Advanced Constraints
    (The Eurographics Association, 2025) López, María Beatriz Villar; Chover, Miguel; Argudo, Oscar; Iparraguirre, Olatz
    The Wave Function Collapse algorithm is a widely used Procedural Content Generation technique for creating structured scenarios using local neighborhood constraints. This work presents an extension of the algorithm to generate three-dimensional scenarios, incorporating non-local constraints and key optimizations. The proposed improvements include assigning weights to tiles, layer-based generation, specific appearance constraints for unique or ranged tiles, and an automated neighbor creation and assignment method using connectivity rules. These modifications facilitates the generation of coherent and structured 3D environments, providing greater control and adaptability to the process. Finally, some optimizations are proposed and the approach's effectiveness is evaluated analyzing the impact of constraints on the algorithm's coherence, diversity, and runtime.
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    Impact of Non-Player Characters on the Gaming Experience: Simulation Game vs. Competitive Exergame
    (The Eurographics Association, 2025) Miranda, Nadia Montaña; Chover, Miguel; Argudo, Oscar; Iparraguirre, Olatz
    Non-player characters (NPCs) play a crucial role in the gaming experience and should be designed to suit the characteristics of each game genre. This study examines the impact of AI-driven NPCs on player experience by comparing their impact in a hospital management simulation game and in a competitive exergame called Fitoon. In the simulation game, a needs-based AI system was implemented, where agents autonomously make decisions based on their internal states, such as hunger or stress. In Fitoon, machine learning techniques, including reinforcement and imitation learning, were applied to train agents capable of competing against players in obstacle races. Through user testing utilizing the In-Game version of the Game Experience Questionnaire, this study examines how the presence of these NPCs influences the players' perception of the gaming experience in both contexts. The results indicate that while NPCs in the simulation game have a greater impact on reducing feelings of tedium and boredom, in the exergame, they significantly increase the sense of challenge.
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    Interactive Bézier-Based 2D Extrusion Tool inside game engines: Streamlining Game Asset Creation
    (The Eurographics Association, 2025) Díaz-Maroto, Álvaro Chuan; Chover, Miguel; Argudo, Oscar; Iparraguirre, Olatz
    Manually modifying the shape of game elements in 3D modeling software and reimporting them into the game engine is a frequent and time-consuming task in video game development. We present a tool for Unity that enables the extrusion of 2D shapes along Bézier curves through an intuitive graphical interface. Our approach allows users to define a 2D shape, compute its vertex positions along a concatenated cubic Bézier curve, and generate a triangulated mesh while ensuring C² continuity between segments. By integrating this workflow directly into the game engine, our tool eliminates the need for constant switching between external modeling software, significantly reducing development time and streamlining level design iterations.