FRACTAL MAP GENERATORS: DEEP STRUCTURES FOR MULTI-SCALE TILE MAPS
| dc.contributor.advisor | Li, Jiang | |
| dc.contributor.author | Curran, Matthew J. | |
| dc.contributor.department | Hood College Computer Science and Information Technology | |
| dc.contributor.program | Computer Science | |
| dc.date.accessioned | 2025-11-17T13:59:09Z | |
| dc.date.issued | 2025-11-14 | |
| dc.description | Explains neighbor-finding algorithms for high-resolution fractal maps generated (from lower-resolution hand-crafted maps) by various geometries of recursive subdivision. Proposes GIS concepts as a second pillar (with Computer Science) for developing game engines and user interfaces implementing multi-scale tiles (at or below the interaction layer). | |
| dc.description.abstract | The evolution from flat square-tile games to flat hex-tile games was an enormous step forward for computer gaming. Transitioning to flat maps with hierarchical hidden structure and/or to deep maps with multi-scalar surface characteristics could be equally significant. Fractal map generators provide a procedural way to produce both. This paper presents the key algorithms for the challenging problem of neighbor-finding in hierarchical coordinate systems. Code and examples are provided in a sequence of increasing difficulty, for Fractal Map Generators with branching-factors (aperture) of 2, 3, 4, 9, and 7 (in that order). This project demonstrates that the rotational drift for fractal hexagonal tiling at aperture seven is 1/3 radians (~ 19.09859 degrees). High resolution fractal hex maps can be generated from low resolution hand-crafted maps, allowing for the combination of recognizable features at the macro scale, and re-playability on the micro scale. Potential multi-scalar game play is built into a single tree data structure. High-interest areas can be represented in unlimited detail, while low-interest areas stay at a lower level of detail, minimizing computational demands. When applied at the interaction level, multi-scalar tiles may improve the UX by enhancing focus on areas of higher relative importance. Key Words Fractal Map, Map Generator, Iterated Function System, Region-of-Interest (ROI) rendering, foveation, multi-resolution tiling, multi-scale FEM, replayability, GIS and games, quadtree, bi-tree, tri-tree, nine-tree, hex-tree, Level-of-Detail (LOD) Management | |
| dc.description.uri | https://sites.google.com/view/fractalmapgenerators/home | |
| dc.format.extent | 58 pages | |
| dc.genre | Software Engineering Project | |
| dc.identifier.uri | http://hdl.handle.net/11603/40769 | |
| dc.language.iso | en | |
| dc.rights | Attribution-ShareAlike 3.0 United States | en |
| dc.rights.uri | http://creativecommons.org/licenses/by-sa/3.0/us/ | |
| dc.subject | Fractal Map | |
| dc.subject | Map Generator | |
| dc.subject | Iterated Function System | |
| dc.subject | Region-of-Interest (ROI) rendering | |
| dc.subject | foveation | |
| dc.subject | multi-resolution tiling | |
| dc.subject | multi-scale FEM | |
| dc.subject | replayability | |
| dc.subject | GIS and games | |
| dc.subject | quadtree | |
| dc.subject | bi-tree | |
| dc.subject | tri-tree | |
| dc.subject | nine-tree | |
| dc.subject | hex-tree | |
| dc.subject | Level-of-Detail (LOD) Management | |
| dc.subject | Deep Map | |
| dc.title | FRACTAL MAP GENERATORS: DEEP STRUCTURES FOR MULTI-SCALE TILE MAPS | |
| dc.type | Text | |
| dc.type | Image | |
| dcterms.creator | https://orcid.org/0009-0009-6974-1353 |
