Procedures for creating landscapes

Posted By: Gumby22don

Procedures for creating landscapes - 03/16/08 07:13

Hi all,

Has anyone had a play with creating procedural landscapes or the like? I'd love to see examples of city block, rivers, entire continents - any environment done with a minimal definition, say an integer, that creates a whole area with fractals or some other method.

I'd like to have my trees actually defined as 2 levels - one as fractal generation of layout off a regularly spaced int, and a second layer of larger trees and landmarks placed manually. For this to work, i need to figure out a good way of having the grid-placed layouts spawned from minimal data.

Don
have a great day
Posted By: adoado

Re: Procedures for creating landscapes - 03/17/08 08:53

Quote:

Has anyone had a play with creating procedural landscapes or the like?




I don't think many people have done using 3dgs, as you cannot dynamically create/destroy vertices using C-script. But now Lite-C has come along and we have access to D3D functions I think it may now be possible.

But, hopefully soon examples will start popping up everywhere

Thanks,
Adrian
Posted By: Puppeteer

Re: Procedures for creating landscapes - 03/17/08 12:53

Well, we are working on something like that but we are using some predefined bmaps for the principal relief of the entire world but it isn't finished yet.
I maybe show some results in a few weeks...
If you are experienced in 3dgs you can do it
Posted By: Gumby22don

Re: Procedures for creating landscapes - 03/25/08 10:37

Cool - thanks for the encouragement Puppeteer

Don
have a great day
Posted By: Joey

Re: Procedures for creating landscapes - 03/29/08 16:40

i've once coded a plugin for 3dgs which set the vertices of a terrain to a procedurally created heightmap. i've not developped it further but took the code and made a standalone application.
Posted By: WolfCoder

Re: Procedures for creating landscapes - 05/06/08 17:57

I can see a procedural landscape generator being done in C++ as a plugin or part of a custom engine, but I need to make one for myself, and if it works I might release a DLL or something if I can, but I might not.
Posted By: Joey

Re: Procedures for creating landscapes - 05/07/08 21:14

if you need some advice...
Posted By: DJBMASTER

Re: Procedures for creating landscapes - 05/09/08 05:03

Sry to be a noob but if 3DGS supported DirectX 10 could something like this be done using a geometry shader?
Posted By: WolfCoder

Re: Procedures for creating landscapes - 05/09/08 14:44

You can just deform terrain using the vec thingy... Forgot what the function was called.

For the trees, you could write an action which spawns a cloud of trees around the big landmarked tree. Using a non-random algorithm to do this, a fractal could be used or something similar to generate trees around it.
Posted By: Joey

Re: Procedures for creating landscapes - 05/09/08 15:50

 Originally Posted By: DJBMASTER
Sry to be a noob but if 3DGS supported DirectX 10 could something like this be done using a geometry shader?


it could be done, but the hard thing is not to write a geometry shader but to implement a perlin noise, fractal noise or whatever-ridged-multi-perlin algorithm.
Posted By: WolfCoder

Re: Procedures for creating landscapes - 05/09/08 19:11

Or just use a noise sample to make things simple.
Posted By: Analist

Re: Procedures for creating landscapes - 05/10/08 16:04

Is it possible to use SpeedTree into A7?
Posted By: Poison

Re: Procedures for creating landscapes - 05/13/08 10:41

!!Analist this is offtopic!!
Posted By: adoado

Re: Procedures for creating landscapes - 05/31/08 11:00

Another idea: procedurally generate an image (perlin noise, etc.) and use vertex texture fetching to deform the mesh? This way the image could be changed and the mesh updated...

But this is still not really a procedural terrain :P
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