From Generation to Gameplay: Authoring Race Tracks With Repulsive Curves

Procedural content generation is a useful tool for content creation in computer games. We present a novel approach for generating closed, arcade-like race tracks. Our algorithm generates an initial shape by growing a curve inside a constrained space under self-repulsion, hence avoiding self-intersections while ensuring tight packing. This system is capable of generating a wide variety of closed race track shapes with deep customization options, like an isometric alignment of straight sections as developed here. Further, we devise algorithms for fitting the shape to a spline and introducing intersections, as well as fully generating a 3D model with features like crossings and bridges. We extend this approach with an editor tool developed in the Unity Engine for easy access to controls and customization options, and conclude with an expressive range analysis of the generator's output.

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Publication Details

Journal
IEEE Transactions on Games
Published
2025-04-15
DOI
https://doi.org/10.1109/tg.2025.3561107
Primary Topic
Digital Games and Media
Type
article
Field-Weighted Citation Impact
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article

From Generation to Gameplay: Authoring Race Tracks With Repulsive Curves

Lasse Henrich, Falko Kötter
IEEE Transactions on Games
Digital Games and Media
article

From Generation to Gameplay: Authoring Race Tracks With Repulsive Curves

Lasse Henrich, Falko Kötter
article en

Abstract

Procedural content generation is a useful tool for content creation in computer games. We present a novel approach for generating closed, arcade-like race tracks. Our algorithm generates an initial shape by growing a curve inside a constrained space under self-repulsion, hence avoiding self-intersections while ensuring tight packing. This system is capable of generating a wide variety of closed race track shapes with deep customization options, like an isometric alignment of straight sections as developed here. Further, we devise algorithms for fitting the shape to a spline and introducing intersections, as well as fully generating a 3D model with features like crossings and bridges. We extend this approach with an editor tool developed in the Unity Engine for easy access to controls and customization options, and conclude with an expressive range analysis of the generator's output.

IEEE Transactions on GamesVol. 17(4)
Baden-Wuerttemberg Cooperative State University (DE), Baden-Wuerttemberg Cooperative State University (DE)
Gender equality
Openalex Percentile: Top 90%
Digital Games and Media
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From Generation to Gameplay: Authoring Race Tracks With Repulsive Curves — Lasse Henrich, Falko Kötter · IEEE Transactions on Games (2025) | TGRS Research Map | TGRS