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Big Terrain

November 28, 2011 Algorithmic Art 0 Comments

I've expanded the previous "Strange World" demo into an adaptive landscape demo. Several months ago, I learned the pain and agony of trying to write a fast, multi-threaded adaptive terrain engine. As a result, I'm now experimenting with easier systems. At the moment, all I've done is taken a very rudimentary patched-terrain system and implemented some hacks to eliminate T-junctions. I also scattered some tree trunks around the landscape.

It's actually not looking too bad! I'd like to continue using this sandbox to mess around with vegetation and building coherent terrain regions.

Yes, those grid-like procedural textures really need to be replaced 😛

Strange World

November 12, 2011 Algorithmic Art 0 Comments

I'll admit that the following screenshots don't depict the most attractive procedural world ever, but I think they're a step in the right direction. It's just proof that I'm able to build larger-scale works of proceduralism. I've been slowly building up the small, individual components for a long time, and I'm starting to get antsy to move on to the larger work (the combination of elements).

The scene uses the procedural texture generator that I've been working on. The generator is still not suitable for organic/natural textures, which is why the grass, mushroomy things, and sky all seem to have a metallic quality to them. Still, everything here is procedural, and that's the point.