Procedural Level Generation for Physics-based Puzzle Games
Physics-based puzzle games add an extra layer of difficulty to procedural content generation (PCG) because their mechanics are based on realistic physics. Thus, evaluating feasibility and quality is harder and typically requires physics simulations. This project consists of designing PCG methods capable of generating feasible and interesting levels for physics-based puzzle games, such as Angry Birds. To support the experiments in this project, it was implemented an Angry Birds clone, which was coded using the Unity engine and the original art assets. The clone source code is available for download via GitHub.