The Procedural City May 10, 2009, 04:12:17 pm Great blog series of articles about procedurally generating cityscape at night. Perhaps it isn't loaded with technical gems you could take and use straight away in Simutrans, but... I really liked the narrative style and read through the whole series. And (imho) it's somewhere between extensively technical and "for dummies", readable by both groups.http://www.shamusyoung.com/twentysidedtale/?p=2940I haven't checked the rest of the blog, but it seems more goodies hide inside Quote Selected
Re: The Procedural City Reply #1 – May 10, 2009, 08:58:53 pm One the last page there is a download for the screensave, which even runs on this machine with no real 3D accelleration but the onboard chip ... very impressive. Quote Selected
Re: The Procedural City Reply #2 – May 10, 2009, 09:59:41 pm That was rather an awesome read, especially for me as I continue down the path of becoming a programmer Thanks! Quote Selected
Re: The Procedural City Reply #4 – May 11, 2009, 10:33:08 am PS: found through Hacker News. Give that a try, too, but the pace of adding (and disappearing) news is ruthless Quote Selected
Re: The Procedural City Reply #5 – May 16, 2009, 05:30:06 pm A video with the whole process and the final release: http://www.youtube.com/watch?v=-d2-PtK4F6Y&showinfo=0 Quote Selected
Pixel city Reply #6 – May 25, 2009, 08:05:55 am This is a video of a dynamically generated city. It's quite nice, actually:http://www.youtube.com/watch?v=-d2-PtK4F6Y Quote Selected
Re: Pixel city Reply #7 – May 25, 2009, 08:11:51 am We already talked about this method at this topic, with a link to that video at the end of the thread... Quote Selected
Re: The Procedural City Reply #8 – May 25, 2009, 08:48:28 am I wonder how hard it'd be to make it look good in daytime, would likely be a lot more difficult since there's a lot more detail required. Could definitely be used as a basis for generating graphics for a game though, would save a lot on storage of graphics (especially if you used some kind of code to represent a particular building, so that it could be exactly duplicated when you reload the game...) Quote Selected
Re: Pixel city Reply #9 – May 25, 2009, 09:09:04 am Ah, I searched for such a topic, but couldn't find it.. Let me merge this then. Edit: perhaps that wasn't such a good idea, but awell. Quote Selected Last Edit: May 25, 2009, 09:13:48 am by Kristian
Re: The Procedural City Reply #10 – May 25, 2009, 09:10:23 am In that case I guess it depends if the building generation algorithm is deterministic or not, I mean if you always get the same results from the same starting set of data. Quote Selected
Re: The Procedural City Reply #11 – May 25, 2009, 12:43:30 pm Just so that you know: We already have something remotely similar in Simutrans - the number of map is seed for perlin noise prng that creates the whole map terrain from it. So it's also procedurally generated Quote Selected
Re: The Procedural City Reply #12 – June 21, 2009, 10:46:43 pm I've found this amazing website about a next-gen modular and procedural system for city generation.The video at media section is even more incredible than the previous one posted. It shows that the engine also supports procedural destruccion and buildings with fully exploarable interiors (procedurally generated too, I guess)The website is http://www.proceduralcity.com/ Quote Selected
Re: The Procedural City Reply #13 – June 21, 2009, 10:56:27 pm I don't know why, but the word "Matrix" came upon my mind.(>_><_<hmmm...!)Changing avatar.... Quote Selected Last Edit: June 21, 2009, 11:01:44 pm by IgorTekton
Re: The Procedural City Reply #14 – June 22, 2009, 04:29:19 am That is truly amazing.I so seriously want to play.....One of my favorite things about GTA:SA was that you could just... explore.WANT.(and then let's talk Prissi into rewriting Simutrans using their engine... <g,d,r>) Quote Selected
Re: The Procedural City Reply #15 – June 22, 2009, 08:27:35 am Quote from: vilvoh – on June 21, 2009, 10:46:43 pmhttp://www.proceduralcity.com/Amazing. For an old project of mine I really would have needed that - space colonies rather than cities, but it's close enough. Ah well. Maybe when I retire from work and have time again for private projects Quote Selected