Automatic Terrain Generation System Based on Path Search Optimization

In this paper, a random terrain automatic generation system is realized based on the routing optimization algorithm, which can reduce the repeated work of terrain making and avoid the restriction on too small terrain generation. The system can be used to generate and display random terrain and can be applied to map making of all kinds of games. The automatic random generation of terrain makes the game playable and exploratory according to the main plot set by the producer. We adopt Berlin noise as the seed random generator based on OpenGL to generate random path, and further to generate the random map. Compared with the existing random terrain generation, such as the creative workshop of crossing the fire line, the unmanned deep space, our model performs better in the following aspects. First, high performance. Compared with the existing methods in the same device environment, our model can increase the number of frames per second by tens. Second, high autonomy. Users can destroy and build the terrain which has been created to achieve the purpose of secondary creation. Third, high portability. Our system can generate general map files, which can be directly transplanted to unity and other existing map model processing tools. Overall, through the optimization of design and algorithm, compared with the existing terrain generation system, we have greatly improved the randomness of the map, the remolding of the play and the performance of the whole system.