Space Filling: A New Algorithm for Procedural Creation of Game Assets

Paul David Bourke, John Shier · 2013

Here we present a new algorithm that could be employed to procedurally generate a range of gaming assets including 2 dimensional textures, 2.5 dimensional texture, and 3 dimensional geometry. The approach involves placing shapes randomly, without overlap and with a monotonically decreasing area, within a region on a plane (2 dimensional texture) or within a volume (3 dimensional). If the process is continued to infinity then the result is space filling thus providing a variable and infinite degree of visual detail. It will be proposed/illustrated that the process is independent of the actual shape being used and as such can find a wide range of potential applications.

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