Procedural Content Generation (PCG) has grown from a specialized technique in early video game development into a widely used methodology across digital entertainment, scientific visualization, and simulation systems. This paper brings together several classical algorithmic techniques, including cellular automata, Perlin and fractal noise, Voronoi tessellation, and Lindenmayer systems (L-systems), and integrates them into a terrain generation framework implemented using C++ in Unreal Engine, aided by the Realtime Mesh Core plugin for high-performance mesh rendering. The motivation for the project stems from a desire to explore how multiple procedural techniques can be effectively combined to generate layered and realistic virtual terrains. The aim of this paper was to create a framework that can serve both as a learning tool and as a foundation for real-world applications. During testing and evaluation, the system demonstrated a decent level of flexibility and realism. The noise-based generated terrain transitioned smoothly between valleys and hills, while the underground cave systems appeared natural and varied. The Voronoi-based partitioning segmented the underground part of the terrain into distinguishable zones, and the use of materials allowed for visually distinct textures. The vegetation system proved successful in rendering branching barren trees. The project’s significance lies not only in the framework produced but also in its educational and practical value. For students and educators, the project provides an implementation of major PCG algorithms, accompanied by an easy way to change parameters. For developers, it offers a starting point for learning about or integrating procedural techniques into games or simulations.

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Framework for the Procedural Generation of Two-Dimensional Terrains

  • Tibor Farkas,
  • Stefan Gubó

摘要

Procedural Content Generation (PCG) has grown from a specialized technique in early video game development into a widely used methodology across digital entertainment, scientific visualization, and simulation systems. This paper brings together several classical algorithmic techniques, including cellular automata, Perlin and fractal noise, Voronoi tessellation, and Lindenmayer systems (L-systems), and integrates them into a terrain generation framework implemented using C++ in Unreal Engine, aided by the Realtime Mesh Core plugin for high-performance mesh rendering. The motivation for the project stems from a desire to explore how multiple procedural techniques can be effectively combined to generate layered and realistic virtual terrains. The aim of this paper was to create a framework that can serve both as a learning tool and as a foundation for real-world applications. During testing and evaluation, the system demonstrated a decent level of flexibility and realism. The noise-based generated terrain transitioned smoothly between valleys and hills, while the underground cave systems appeared natural and varied. The Voronoi-based partitioning segmented the underground part of the terrain into distinguishable zones, and the use of materials allowed for visually distinct textures. The vegetation system proved successful in rendering branching barren trees. The project’s significance lies not only in the framework produced but also in its educational and practical value. For students and educators, the project provides an implementation of major PCG algorithms, accompanied by an easy way to change parameters. For developers, it offers a starting point for learning about or integrating procedural techniques into games or simulations.