Re: [Algorithms] Procedural generation
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From: Lionel B. de N. <li...@ga...> - 2008-11-08 15:31:59
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mmm...I don't want to pollute the list, but you may be interested by what we are doing (gamr7.com). We have a lazy evaluation system but we don't generate the buildings (it is in alpha), we are a placement solution. AFAIK, Introversion use the same underlying system as CityEngine. CityEngine has been farther tho. I don't know about any paper that does what you want. Lionel Tom Sparks wrote: > I've look at "CityEngine" witch the links talk about > > "CityEngine" is a NOT a Lazy evaluation system > witch I don't want to use for memory reasons > > A lot of the city Ideas I have are not road based > the city are like Ocean liners/oil platforms etc > the outer model pre-created using a solid modeler > > the other city type is a flat ant colony like city on a floating/Artificial island > > > ----- Original Message ---- > From: Javier Arevalo <ja...@ig...> > To: Game Development Algorithms <gda...@li...> > Sent: Saturday, 8 November, 2008 12:42:08 PM > Subject: Re: [Algorithms] Procedural generation > > Introversion's Subversion developer blogs may be relevant, see for > example > http://forums.introversion.co.uk/introversion/viewtopic.php?t=586 (there > are a few more parts to that series, look around their blog archives). > > Tom Sparks wrote: > >> I am creating a landscape witch is in the 100,000kms >> the landscape it cut into 1km blocks for LODing reasons >> the landscape is procedural generated >> >> each of these regions, I may give a random seed number to >> I am looking for a paper that can take that number and create >> a city witch in turn the building of that city have a seed number for the rooms of that building, etc >> >> something like Elite or Pitfall! >> >> > > > |