Generating 3D Terrain with 2D Cellular Automata

Nuno Fachada, António R. Rodrigues, Diogo de Andrade, Phil Lopes
6/1/2024
nlin.CGcs.AIcs.GR

No confident code implementation found for this paper.

Abstract

This paper explores the use of 2D cellular automata (CA) to generate 3D terrains through a simple additive approach. Experimenting with multiple CA transition rules produced aesthetically interesting, navigable landscapes, suggesting applicability for terrain generation in games.

View on arXivView PDF

Code Implementations

No confident code match yet

We couldn't find an author-owned or strongly-evidenced community implementation for this paper. Any repos shown below are weak matches — verify before relying on them.

No code implementations found yet.

Know of an implementation? Let us know in the comments below!

Similar Papers

Cite this paper

@article{fachada2024generating,
  title  = {Generating 3D Terrain with 2D Cellular Automata},
  author = {Nuno Fachada and António R. Rodrigues and Diogo de Andrade and Phil Lopes},
  year   = {2024},
  eprint = {2406.00443},
  archivePrefix = {arXiv},
  url    = {http://arxiv.org/abs/2406.00443v2}
}

Add a badge to your README

Shows whether official code is linked for this paper.

Code of Paper badge
[![Code of Paper](https://codeofpaper.com/badge/2406.00443.svg)](https://codeofpaper.com/paper/2406.00443)

Discussion