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.
Authors
- Lasse Henrich
- Falko Kötter
Institutions
- Baden-Wuerttemberg Cooperative State University (DE)
- Baden-Wuerttemberg Cooperative State University (DE)
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
- 0.00