Diogo de Andrade

Mr. Diogo de Andrade

Universidade Lusófona de Humanidades e Tecnologia
orcid

Research Focus & Metrics

Academic Career Length

7Years (2020-Present)

(Calculated once Scilit publication data is synced: current year − year of first publication + 1)

Representative Publications

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20 April 2022 in IEEE Access
Verified
Journal Article
Open access
RSRafael C. E Silva
Rafael C. E Silva
Nuno FachadaNuno Fachada
Nuno Fachada
DADiogo de Andrade
Diogo de Andrade
NCNelio Codices
Nelio Codices
In this paper we present a technique for procedurally generating 3D maps using a set of premade meshes which snap together based on designer-specified visual constraints. The proposed approach avoids size and layout limitations, offering the designer control over the look and feel of the generated maps, as well as immediate feedback on a given map’s navigability. A prototype implementation of the method, developed in the Unity game engine, is discussed, and a number of case studies are analyzed. These include a multiplayer game where the method was used, together with a number of illustrative examples which highlight various parameterizations and piece selection methods. The technique can be used as a designer-centric map composition method and/or as a prototyping system in 3D level design, opening the door for quality map and level creation in a fraction of the time of a fully human-based approach.

25 July 2023 in Knowledge-Based Systems
Verified
Journal Article
Closed access
Nuno FachadaNuno Fachada
Nuno Fachada
DADiogo de Andrade
Diogo de Andrade

12 November 2020 in Entropy
Verified
Journal Article
Open access
PDF file
DADiogo de Andrade
Diogo de Andrade
Nuno FachadaNuno Fachada
Nuno Fachada
CFCélio Fernandes
Célio Fernandes
ARAgostinho Rosa
Agostinho Rosa
We present a generative swarm art project that creates 3D animations by running a Particle Swarm Optimization algorithm over synthetic landscapes produced by an objective function. Different kinds of functions are explored, including mathematical expressions, Perlin noise-based terrain, and several image-based procedures. A method for displaying the particle swarm exploring the search space in aesthetically pleasing ways is described. Several experiments are detailed and analyzed and a number of interesting visual artifacts are highlighted.

15 June 2020
Verified
Conference Paper
Open access
DADiogo de Andrade
Diogo de Andrade
Nuno FachadaNuno Fachada
Nuno Fachada
We present an approach for teaching maths to game development undergraduates from a wide variety of backgrounds. We discuss the concepts behind an introductory maths course, its assessment and put forward some preliminary results on a practical implementation.

21 November 2022
Verified
Conference Paper
Open access
Nuno FachadaNuno Fachada
Nuno Fachada
DADiogo de Andrade
Diogo de Andrade
PSPedro Serra
Pedro Serra
NCNélio Códices
Nélio Códices
FLFilipe Luz
Filipe Luz
PNPedro Neves
Pedro Neves
We present a targeted curricular improvement on an interdisciplinary Videogames Bachelor of Arts, to be implemented in the 2022/23 academic year. The aim is to solve student adaptation issues with the program’s interdisciplinarity that were heightened by the COVID-19 pandemic.

12 April 2023
Verified
Conference Paper
Open access
DADiogo de Andrade
Diogo de Andrade
Nuno FachadaNuno Fachada
Nuno Fachada
Snappable Meshes is an algorithm that procedurally generates 3D environments by iteratively selecting and linking pre-built map pieces. These pieces are triangular meshes annotated by designers with connectors marking potential links, and bounding volumes indicating where overlaps should be avoided. In this article, we present a method for automatically generating connectors and bounding volumes from generic non-manifold triangular meshes for use with the Snappable Meshes algorithm, minimizing artist/designer work, while encouraging iteration of map piece design, an essential part of successful environment generation.