FRACTAL MAP GENERATORS: DEEP STRUCTURES FOR MULTI-SCALE TILE MAPS

dc.contributor.advisorLi, Jiang
dc.contributor.authorCurran, Matthew J.
dc.contributor.departmentHood College Computer Science and Information Technology
dc.contributor.programComputer Science
dc.date.accessioned2025-11-17T13:59:09Z
dc.date.issued2025-11-14
dc.descriptionExplains 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.abstractThe 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.urihttps://sites.google.com/view/fractalmapgenerators/home
dc.format.extent58 pages
dc.genreSoftware Engineering Project
dc.identifier.urihttp://hdl.handle.net/11603/40769
dc.language.isoen
dc.rightsAttribution-ShareAlike 3.0 United Statesen
dc.rights.urihttp://creativecommons.org/licenses/by-sa/3.0/us/
dc.subjectFractal Map
dc.subjectMap Generator
dc.subjectIterated Function System
dc.subjectRegion-of-Interest (ROI) rendering
dc.subjectfoveation
dc.subjectmulti-resolution tiling
dc.subjectmulti-scale FEM
dc.subjectreplayability
dc.subjectGIS and games
dc.subjectquadtree
dc.subjectbi-tree
dc.subjecttri-tree
dc.subjectnine-tree
dc.subjecthex-tree
dc.subjectLevel-of-Detail (LOD) Management
dc.subjectDeep Map
dc.titleFRACTAL MAP GENERATORS: DEEP STRUCTURES FOR MULTI-SCALE TILE MAPS
dc.typeText
dc.typeImage
dcterms.creatorhttps://orcid.org/0009-0009-6974-1353

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