A billion chimneys and more CSG fun

Published March 21, 2015
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The thing with architecture is that so much about it is up to whim and any procedural creation algorithm needs to be guided by a large amount of rules and grammars before it'll know how to churn out any remotely useable pieces of real-estate.

I got to the point where I could generate objects similar to these: render024_synth.png

These were actually the most acceptable out of several hundred bakes (only three front doors!) and I'm afraid getting the tool to generate acceptable output at all times is becoming way too time consuming. sad.png Instead, I'm simply going to hand-model and texture a series of basic solids and then pass sets of these through the CSG boolean tool:

render024_blocks.png

render024_boolean.png

There's no way to deform (like stretching them out without distorting them) these in any way yet (apart from orienting and scaling them), but it serves for now. Also tried to merge the whole scenery into a single solid (trees and foliage are still instanced) to trim away as much overdraw (especially the terrain is texfetch-expensive) as possible.

render024.png

render024_detail.png
Next Entry Cloud.gen
11 likes 3 comments

Comments

riuthamus

Did you make those yourself? very nice modeling for such a talented coder! :)

March 21, 2015 09:56 AM
AlanSmithee
Very nice. The textures are so nice too.
March 21, 2015 02:48 PM
eppo

Did you make those yourself? very nice modeling for such a talented coder! smile.png

Yup, I did. And thank you. :)

March 23, 2015 02:09 PM
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