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Procedural Worlds


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#1 radioteeth

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Posted 03 July 2007 - 08:23 PM

Hello,

I am working on a project where the world consists of terrain, buildings, trees, etc.

Terrain rendering is simple enough, and basically out of the way.

As for buildings and trees, my original plan was to implement a simple modeling system into my engine for level designers to use, but I'd much rather try something completely new (to me). I want to use a method of procedurally generating buildings and trees / plant life etc. The terrain consists as a heightfield (as usual) but everything else that is used to 'flesh out' the terrain I wish to have generated. Problem is, I know little about such a thing and there doesn't seem to be many resources on the subject.

Any help would be greatly appreciated.. Thanks.

-Charlie

#2 roel

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Posted 03 July 2007 - 09:49 PM

L-systems

#3 radioteeth

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Posted 03 July 2007 - 10:10 PM

thanks for your suggestion. I remember seeing L-Systems a while ago in a whitepaper about city-generation.

I'm rather slow at times ;)


Nice website by the way. I like seeing your terrain engine with trees, it's inspirational to me. Thanks.

#4 Sol_HSA

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Posted 04 July 2007 - 06:49 AM

L-studio (http://algorithmicbo...dio/whatis.html) shows that L-systems are pretty good for generating plants (with a lot of effort, anyway).

For rocks etc I'd start off by playing in some 3d editor, seeing what kinds of operations I'd use there to generate rocks, and then generalize those into procedural steps (like create sphere, scale, and deform it through some space modifiers, which can be pretty randomly placed).

For the landscape itself, get your hands on 'texturing and modelling: a procedural approach' and look up multifractals. The book also has other handy things for procedural modelling.
http://iki.fi/sol - my schtuphh

#5 z80

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Posted 05 July 2007 - 08:46 PM

Reminds me of this video:

http://video.google....earch&plindex=3

Might not be of much help on how to actually implement things, but perhaps good as inspiration..





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