Explorations into procedural village and landscape generation.
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Earth’s Dynamic Systems is a wonderful book on structural geology that I recently discovered in my university library. Oh, and did I mention you can download it for free off the book’s website? It is filled with incredibly inspiring illustrations of various geological processes.
PS. if you like the terminal you can do: `wget -r —no-parent http://www.earthds.info/pdfs/` to get all the chapters in one go.
Jimmy’s been doing some amazing work with Voronoi mesh generation:
Here are some experiments using voro++. The code generates a 3D voroni diagram, then marks a subset of the Voronoi cells as solid. Imagine voxels, but instead of using a tiled space (eg. Minecraft) we use arbitrarily shaped 3D cells.
Jimmy’s been working on the first pass of the landscape.
Yesterday I added some scrappy place holder entities: trees, monoliths and houses. Today I created three different roof styles: flat, gable and skillion. Ultimately much of this will be redone but I think it’s good to start getting a feeling for the experience.
Things to note:
landscape studies
No matter how much I enjoy messing around with code it’s such a relief to get back to doing art again.
I will explain soon. :)
Just proving I’m still alive.
I was sick in bed all of last week and lost all of the momentum I’d built up over January. So this week was all about trying to get back on track again - hence the lack of updates.
Xiaohan has gone back to uni so work on the actual game engine has slowed. He’s currently in the process of porting the code from Processing to LWJGL. This will open up loads of new possibilities for us but it’s not easy and is taking some time.
Despite the challenges and difficulties we’re pressing on and should have some more exciting things to show you soon! :)
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