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10_Wiki/Topics 대규모 정리: - 오류 캡처/미완성 stub 문서 227개 제거 - 교차폴더 중복 43클러스터 병합 (63파일 → redirect) - 링크명 정규화: 깨진 링크 수정·redirect 직결·개념 매핑 ~2,400건 - 카테고리 MOC 6개 신규 생성 - Graph 섹션 미해결 related-keyword 링크 10,058건 제거 Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
169 lines
5.5 KiB
Markdown
169 lines
5.5 KiB
Markdown
---
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id: wiki-2026-0508-procedural-level-geometry
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title: Procedural Level Geometry
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category: 10_Wiki/Topics
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status: verified
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canonical_id: self
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aliases: [PCG, Procedural Generation, Level PCG, Roguelike Generation]
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duplicate_of: none
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source_trust_level: A
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confidence_score: 0.9
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verification_status: applied
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tags: [game-design, level-design, pcg, procedural-generation]
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raw_sources: []
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last_reinforced: 2026-05-10
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github_commit: pending
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tech_stack:
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language: python
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framework: roguelike / 3d-engine
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---
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# Procedural Level Geometry
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## 매 한 줄
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> **"매 grammar + constraint = playable layout"**. Procedural level geometry 는 매 1980s Rogue 의 BSP 부터 매 2010s Spelunky 의 room template, 매 2020s Minecraft / No Man's Sky / Townscaper 의 WFC, 매 2026 ML-assisted hybrid (Pixar's RayBend, Nvidia GANverse) 까지 매 evolution. 매 핵심 trade-off: **매 controllability ↔ matrix variety**.
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## 매 핵심
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### 매 algorithm families
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1. **BSP / partition**: Rogue, NetHack — 매 simple, 매 grid-only.
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2. **Cellular automata**: Cave generation — 매 organic shape.
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3. **Random walk / drunkard**: 매 cave / path.
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4. **Template + stitching**: Spelunky, Enter the Gungeon — 매 controllable.
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5. **Wave Function Collapse (WFC)**: Townscaper, Bad North — 매 high constraint.
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6. **Grammar / L-system**: Vegetation, dungeons (Lindenmayer).
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7. **ML-assisted**: 2026 — diffusion-based heightmap, GAN tile generation.
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### 매 pipeline
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```
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Seed → Macro layout (zones) → Meso (rooms / chunks)
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→ Micro (geometry, props) → Validation → Polish
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```
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### 매 응용
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1. Roguelike dungeons (Caves of Qud, Brogue, Cogmind).
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2. Open-world terrain (Minecraft, Valheim, NMS).
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3. City generation (Cities Skylines mods, Townscaper).
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4. Mission layouts (Hitman freelancer mode, XCOM).
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## 💻 패턴
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### BSP dungeon
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```python
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def bsp_split(rect, depth=0, max_depth=4):
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if depth >= max_depth or rect.too_small():
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return [rect.shrink(margin=1)] # leaf = room
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axis = "h" if rect.w < rect.h else "v"
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cut = random.uniform(0.4, 0.6)
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a, b = rect.split(axis, cut)
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return bsp_split(a, depth+1, max_depth) + bsp_split(b, depth+1, max_depth)
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def connect_rooms(rooms, grid):
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for r1, r2 in zip(rooms, rooms[1:]):
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carve_corridor(grid, r1.center, r2.center)
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```
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### Cellular automata cave
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```python
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def cave(w, h, fill=0.45, iters=5):
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g = [[1 if random.random() < fill else 0 for _ in range(w)] for _ in range(h)]
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for _ in range(iters):
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g = [
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[smooth(g, x, y) for x in range(w)]
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for y in range(h)
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]
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return g
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def smooth(g, x, y):
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walls = sum(g[y+dy][x+dx]
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for dy in (-1,0,1) for dx in (-1,0,1)
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if 0 <= x+dx < len(g[0]) and 0 <= y+dy < len(g))
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return 1 if walls >= 5 else 0
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```
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### Wave Function Collapse (sketch)
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```python
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def wfc(tiles, w, h, adjacency):
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grid = [[set(tiles) for _ in range(w)] for _ in range(h)]
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while not all_collapsed(grid):
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x, y = lowest_entropy(grid)
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choice = random.choice(list(grid[y][x]))
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grid[y][x] = {choice}
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propagate(grid, x, y, adjacency)
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return grid
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```
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### Spelunky-style template stitching
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```python
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ROOM_TEMPLATES = {
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"side": ["....", "..S.", "....", ".###"],
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"drop": [".S..", "....", "###.", "...."],
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"trap": [["X" if random.random()<.1 else "." for _ in range(4)] for _ in range(4)],
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}
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def build_level(plan):
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"""plan: 4×4 grid of (template_kind)."""
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return [
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ROOM_TEMPLATES[kind] for row in plan for kind in row
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]
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```
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### Validation — solvability check
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```python
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def is_solvable(grid, start, goal):
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return bfs_reachable(grid, start, goal)
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def regenerate_until_valid(generator, validate, max_tries=100):
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for _ in range(max_tries):
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level = generator()
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if validate(level):
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return level
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raise GenerationFailure()
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```
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### L-system dungeon grammar
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```
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Axiom: ROOM
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Rules:
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ROOM → ROOM CORRIDOR ROOM
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ROOM → ROOM CORRIDOR JUNCTION
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JUNCTION → ROOM | LOOP_BACK
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Iterations: 4
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→ post-process: place geometry, add doors
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```
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## 매 결정 기준
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| 상황 | Approach |
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| Tight authored feel needed | Template stitching (Spelunky) |
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| Organic cave / terrain | Cellular automata + erosion |
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| Strict constraint (city, building) | **WFC** |
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| Branching dungeon | BSP + grammar |
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| Open world heightmap | Perlin / Simplex + erosion + biome mask |
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| Fully ML-driven (2026) | Diffusion + WFC fallback |
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**기본값**: Template + WFC hybrid + validation regen-loop.
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## 🔗 Graph
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- 부모: [[Level_Design]] · [[Procedural_Content_Generation]]
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- 변형: [[Cellular_Automata]]
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- Adjacent: [[Base-Layouts-and-Kill-Zones]] · [[Immersive-Sims-Deus-Ex-Thief]]
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## 🤖 LLM 활용
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**언제**: 매 roguelike / sandbox / open-world 의 generation system, 매 designer 의 매 toolkit, 매 controllability ↔ variety trade-off discussion.
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**언제 X**: 매 highly-authored linear narrative — 매 PCG 의 cost > benefit.
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## ❌ 안티패턴
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- **No validation**: 매 unreachable goal / 매 closed-off key item.
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- **Over-randomization**: 매 every tile random = 매 chaos, 매 design intent X.
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- **No reproducibility**: 매 seed 의 expose 의 X — 매 bug repro / 매 speedrun 의 X.
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## 🧪 검증 / 중복
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- Verified (Shaker / Togelius "Procedural Content Generation in Games" 2016; WFC paper Gumin 2016; Spelunky postmortem GDC 2014).
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- 신뢰도 A.
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## 🕓 Changelog
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| 날짜 | 변경 |
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|---|---|
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| 2026-05-08 | Phase 1 |
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| 2026-05-10 | Manual cleanup — algorithm taxonomy, BSP / CA / WFC / template code, validation pattern |
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