摘要 |
A method for producing procedural content for games having a plurality of nodes. The method includes defining a layer of abstraction in the form the plurality of nodes in a root-parent-child tree for creating a fluid data structure that can be interpreted at build time by predefined parameters. The method also includes implementing each of the plurality of nodes in a scenic graph as a specific building block and producing by the abstraction layer of a different 3-dimensional scenic graph for each instantiation, such that each instantiation may vary in basics including at least one of scale, translation, rotation and instancing, wherein the parameters are defined in ranges and can relate to at least one of scalar numbers and parent properties.
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