. /../procedural generation/ 1
written by Pogo on May 21, 2007 12:33
Most of you probably know that Noctis is based on Procedural Generation... I am really interested in learning this too but i can`t find any tutorials on the internet.... do you by any chance know any? or at least something related to this? thanks.
hello! :) felysian
written by Hello! :) on May 21, 2007 16:56
How to create a procedural universe:

Generating a 3D planet procedurally:

Terrain generation:

And always:
written by Cryoburner on May 22, 2007 00:00
There's a nice article explaining a form of terrain heightmap generation here. Fractal terrain is very useful, since you can generate detailed landscapes based off of seed numbers.
hello! :) felysian
written by Hello! :) on May 22, 2007 00:09
Yeah, though I didn't link to any fractal generation stuff, just because I didn't want to have to search for them... besides fractal is a subset of procedural I would think.
written by Barebones on May 22, 2007 07:12
An European demo/game, <a href=http://en.wikipedia.org/wiki/.kkrieger>.kkrieger, made some fame out of being procedurally generated and fitting in a 97K file. I wouldn't be surprised if these turned out to be the developers hired for Spore.

Here there are some links on procedural generation of cities:

But again, as Hello : ) pointed out, the best is to Google for it. You might be put out a little because procedural generation is a rather general subject applied in a lot of different areas.
written by Cryoburner on May 22, 2007 12:00
I saw you mention procedural cities, and was going to point out some recent blog entries at Introversion software, which I just happened upon the other day after getting Darwinia. The second link you posted is actually a summary of their work involving that though.

While on the topic, I've also been working on my continuous fractal terain generator this week. It makes use of modified versions of my fractal terrain libraries to generate continuous terrain that can cover vast planetary-scale areas. Terrain features like mountain ranges, oceans, and continents can cross multiple sectors, allowing for them to be much larger and more detailed than when limited to a single sector. You only need to generate the sectors in your immediate surroundings, and the surrounding ones can be generated as needed.

Here's a quick test demo showing the heightmaps from a simple, unlit top-down view. You can hit spacebar to generate new heightmaps, and escape to exit. I added a very simple color scheme to it, since I got tired of looking at boring grey heightmaps. : )
cd/zips/Cryoburner/cryoscapetest (17 Kb)

One thing you'll notice is that there are visible ridges between many of the individual sectors, which is something I aim to remedy. I have an idea on how to fix this, but am deciding on the best method.
wah... waall-eee
written by Magnulus on May 22, 2007 14:41
How many game artists does it take to screw in a lightbulb?

None! You do it procedurally!
a title is a curious thing...
written by Granpire viking man on May 23, 2007 18:58
Game artists? I don't think thats an actual term . How about game designers or game game developers?
"gheeh!" (c)h.azuma
written by Yayo on May 23, 2007 20:30
try also to query google for "perlin noise".

written by Cryoburner on May 24, 2007 02:48
A game artist is one who creates art for games, but doesn't necessarily design or code the game beyond that. They might just create textures, sprites, or concept art for others to work off of.

That procedural joke was still totally lame though. : P
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