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Implementing the Procedural Generation Method for Placing Dynamic Objects in a Roblox-Based Adventure Game Muhammad Hiszat
Journal of Artificial Intelligence and Engineering Applications (JAIEA) Vol. 5 No. 3 (2026): June 2026
Publisher : Yayasan Kita Menulis

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.59934/jaiea.v5i3.2307

Abstract

Procedural generation is a content-creation technique that has become increasingly important in modern game development. However, on the Roblox platform, dynamic object placement still faces challenges such as overlapping, illogical positioning, and blocked navigation paths when relying solely on pure random methods. This research implements the Rule-Based Random Generation algorithm to manage the automatic placement of dynamic objects (enemies, treasure chests, and traps) in a Roblox-based adventure game. The proposed method combines randomization with constraint validation, including boundary check, overlap check using Euclidean distance, restricted zone check, and cross-type relational constraints. The system was developed in Roblox Studio with the Luau scripting language using a prototyping methodology and a modular architecture comprising ObjectSpawner, ConstraintValidator, SpatialGrid, and DungeonGenerator. Functional testing was conducted across 10 game sessions on a 1000 × 1000 studs map with a configuration of 340 enemies, 10 chests, and 50 traps. The results show that the system successfully placed all objects without any constraint violation, produced significant spatial variation between sessions (ranging from 86.31 to 2358.00 studs), and maintained level playability in every session. The average spawning execution time was 336.62 ms per session (0.84 ms per object), demonstrating the computational efficiency of the proposed method.