We've Moved

The blog has been retired - it's up for legacy reasons, but these days I'm blogging at blog.theodox.com. All of the content from this site has been replicated there, and that's where all of the new content will be posted. The new feed is here . I'm experimenting with crossposting from the live site, but if you want to keep up to date use blog.theodox.com or just theodox.com

Procedural world tech

This page is a very lightly curated list of resource I'm keeping for myself while researching procedural world generation tech.  I'm keeping links here but I'm not commenting (at least not yet) on whether or not they look good, feasible or just plain goofy.

http://www.tcd.ie/civileng/Staff/Brian.Caulfield/3A1/3A1%20Lecture%2013.pdf  one of several on clothoid road curve generation . Good reference numbers.

http://hpcg.purdue.edu/bbenes/papers/Smelik14CGF.pdf  survey of the 'state of the art'

http://hpcg.purdue.edu/?page=publication&id=170  (hydrography based terrain gen)

http://www.youtube.com/watch?v=GJWuVwZO98s  (grid & layer system for infinite generation)

http://www.youtube.com/watch?v=RAtdFKiqs34#t=143  (procedural rule expansion based on voronoi of a plane created with distorted hex grid)

http://www.youtube.com/watch?v=FR9xI0GgrBY  (by the guys who made Prison Architect!)



http://www.world-machine.com/download.php?page=basic is a pretty slick node-based procedural terrain generator. No scatter/foliage etc, but generates very nice heightmaps with neat erosion filters.


http://www.joesfer.com/?p=22  An interesting discussion of procedural weathering.  The particle paint feature in Substance Painter has been really cool, this is in a similar vein

Not tried yet:



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