|written by Ezzetabi on Feb 18, 2013 15:50|
|I am very fascinated by procedural generation, and in this months I might have some free time to devote to learn some of it.|
Since Noctis is a pearl of procedural generation, I thought you might point me in the right direction.
It is there some important articles in the scientific literature? A book maybe? I see this site
http://pcg.wikidot.com/ , but I am not sure it is a great starting point.
What about the mathematical how-to needed?
Thanks for every information.
|That actually looks like a pretty good site, as it links to a lot of other sites with further information. It should at least provide a good overview of what procedural techniques are out there, from which further searching could yield more results.|
As for mathematical knowhow, I suppose it would depend a lot on what kind of algorithms your program were deploying. Most procedural generation shouldn't require excessively advanced mathematics to understand though.
|written by Kristos on Feb 20, 2013 23:42|
|The most fun way to learn about procedural generation is to write your own procedural generation, and then re-write it, and then write it again, until it looks cool. |
You may be interested in extensively studying fractals if you haven't. There are plenty of internet resources, and you may find a good book in your local library or bookstore.
I think the core to procedural generation is good noise patterns appropriate to the situation. A great example is Perlin noise. Stacking differently scaled layers of Perlin noise can lead to good fractal noise patterns, appropriate for terrain. Methods can be used to "erode" or otherwise modify the noise pattern to generate other styles of terrain.
Simplex noise appears to be an improved version of Perlin noise (less computation requirement). It appears trickier in that it uses an n-dimensional "triangular grid" instead of an n-dimensional "square grid".
I've never used Perlin (or Simplex) noise myself because I too much enjoy writing my own noise algorithms. Usually I write simpler, faster, but more coarse algorithms. My favorite so far is the one I call "Locality", which is demonstrated by these images:
cd/pngs/Kristos/noise1 (49 Kb)
cd/pngs/Kristos/noise2 (39 Kb)
You can download my Linoleum program and source if you want: cd/zips/Kristos/locality (90 Kb)
(Controls: Click with mouse and drag to move around the noise map. Roll mouse wheel to set a black/white threshold. Right-click to cancel threshold. Hold 1, 2, or 3 (not number pad) for different effects.)
If you are interested in reading a bit about Minecraft terrain generation, Notch posted a bit here: http://notch.tumblr.com/post/3746989361/terrain-generation-part-1
(Hehe, spotted Noctis on this page: http://en.wikipedia.org/wiki/Procedural_generation)
Cryoburner has done some cool procedural terrain stuff in Linoleum. How about posting some links, Cryo?
|└> last changed by Kristos on February 21, 2013 at 23:00|
|written by Trad.a on Mar 09, 2013 09:50|