Explorations into procedural village and landscape generation.
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Modelling some trees for Jimmy in Blender. These will just be place holders until we get around to implementing some proper plant generation.
Another photoshop mockup using Jimmy’s voronoi experiments.
I mocked this up in potatoshop using one of Jimmy’s voronoi tests. This was just to get a feeling of how the voronoi mesh might look with other landscape features added – the worlds will end up having much larger radii than this.
Some tree sketches. I’m getting inspired by Eyvind Earle’s amazing artwork.
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:
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! :)
And so we head into the third dimension!
I’m currently collaborating with this awesome guy from America, Xiaohan. He did lots of work getting the basic 3D landscape set up, then I dove in and fixed up the visuals and colour scheme. Without him I would have spent months getting to this stage, so I’m really glad we’re working together.
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