Author Topic: Procedural Generation  (Read 6849 times)

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Offline Eiyeron

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Procedural Generation
« on: May 02, 2012, 05:27:56 pm »
Hey there!
I won't talk about projects, but more an idea, or a concept: Procedural Generation (PG for the non-noobs)
What is PG?
Procedural Generation is a tool into designing something that won't be fixed, or can change between levels/plays...
For example: Minecraft's world are procedurally generated: it uses random generation with some fixed rules (cannot have for example floating lava lakes ;) )

Here mine example: i'm a bit lazy, and I programmed a thing that gives me a map from a sketech I did. I did the shape, my prog gives me the geometry
Made with blender, with this picture:
The 4 panels can be easily explained:
Top left : Height Map
Top right : vegetation density
Botttom Left: Height + water level
Bottom right : Final

It's made with Processing and [diamond square algoritm] and [Processing].

Here. Gives us your examples, your works! PG is a so big subject to talk about!

Offline Builderboy

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Re: Procedural Generation
« Reply #1 on: May 02, 2012, 08:35:16 pm »
I wrote a terrain generation routine a while back in Axe, you can find more info about it Here.  It's pretty simple compared to yours though :P That looks pretty awesome!  I might suggest making the depth-map have a bit more effect, so you get stuff like mountains and valleys and stuff.  You could even do something like what minecraft used to do, and have 2 depth maps, one that is very coarse for large details like mountains and stuff, and a very fine one to give small details like the ground
« Last Edit: May 02, 2012, 08:36:50 pm by Builderboy »

Offline Spyro543

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Re: Procedural Generation
« Reply #2 on: May 11, 2012, 04:32:43 pm »
As you can see here, my program MC Land has a bit of procedural generation. There are trees, and as you go lower, dirt changes to stone, and different ores appear the deeper you go.