Procedural Generation of Isometric Racetracks Using Chain Code for Racing Games

Erik Jhones Freitas do Nascimento, Tassiana M. Castro, Ana Carolina S. Abreu, Filipe A. Lira, Amauri Holanda de Souza Junior · 2021

In this work, we propose a procedural generation method for railroad circuits based on the chain code algorithm. The process creates a list with directions in a two-dimensional space from a series of operations using the chain code and images of predefined real tracks. This list was used in the Unity engine to provide the positions, starting from a predefined starting point, which will insert the elements of the circuit during its creation. The race track format still goes through a preprocessing method to filter the ladder effect generated by the chain code and fine-tune details before being simulated in a game. This allows each track to have a unique pattern and good gameplay. Tests carried out using our generation method in a 2D (two dimensions) isometric kart game showed that in all runs, the tracks had an average of 98.5% difference among them and maintained the gameplay standards.

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