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Procedures for creating landscapes #188731
03/16/08 07:13
03/16/08 07:13
Joined: Oct 2006
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Gumby22don Offline OP
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Gumby22don  Offline OP
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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

Re: Procedures for creating landscapes [Re: Gumby22don] #188732
03/17/08 08:53
03/17/08 08:53
Joined: Jul 2006
Posts: 503
Australia
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adoado Offline

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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


Visit our development blog: http://yellloh.com
Re: Procedures for creating landscapes [Re: adoado] #188733
03/17/08 12:53
03/17/08 12:53
Joined: Jan 2007
Posts: 2,247
Deutsch Niedersachsen
Puppeteer Offline
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Puppeteer  Offline
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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


Formally known as Omega
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http://omegapuppeteer.mybrute.com
Re: Procedures for creating landscapes [Re: Puppeteer] #188734
03/25/08 10:37
03/25/08 10:37
Joined: Oct 2006
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Gumby22don Offline OP
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Gumby22don  Offline OP
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Cool - thanks for the encouragement Puppeteer

Don
have a great day

Re: Procedures for creating landscapes [Re: Gumby22don] #188735
03/29/08 16:40
03/29/08 16:40
Joined: Jan 2003
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Cambridge
Joey Offline
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Joey  Offline
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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.

Re: Procedures for creating landscapes [Re: Joey] #205459
05/06/08 17:57
05/06/08 17:57
Joined: Jan 2006
Posts: 59
Desert Zone
WolfCoder Offline
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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.

Re: Procedures for creating landscapes [Re: WolfCoder] #205665
05/07/08 21:14
05/07/08 21:14
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Cambridge
Joey Offline
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Joey  Offline
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if you need some advice...

Re: Procedures for creating landscapes [Re: Joey] #205840
05/09/08 05:03
05/09/08 05:03
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Posts: 1,143
United Kingdom
DJBMASTER Offline
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Sry to be a noob but if 3DGS supported DirectX 10 could something like this be done using a geometry shader?

Re: Procedures for creating landscapes [Re: DJBMASTER] #205909
05/09/08 14:44
05/09/08 14:44
Joined: Jan 2006
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WolfCoder Offline
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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.

Last edited by WolfCoder; 05/09/08 14:46.
Re: Procedures for creating landscapes [Re: DJBMASTER] #205928
05/09/08 15:50
05/09/08 15:50
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Cambridge
Joey Offline
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Joey  Offline
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 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.

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