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A city street generator. It's a long project because it's maybe too ambitious. I'm struggling to spread "lots" alongside street while considering road intersections. I'm not using L-systems or other things.

I've already written a generator that makes 2D blueprints of buildings, with thick walls, openings, etc. Going 3D might be a little tricky but it should be fine.

When this will be finished I'll move on writing a good enough character controller with bullet-physics. I'm worried because I decided to use opengl since I have found no good alternative to ogre3D (I'm radically against bloated engines like unreal and unity, I need something very light and thin that does only one specialized thing, in this case 3D rendering), but since low-poly is trending it will be just as good, and this will probably allow me to have larger scenes.



Is the intent to use this for a procedurally-generated game?


Yes.

I still have to make a finished terrain generator, but I already implemented many things like octaved perlin noise (with shaders so that I can regenerate and make quick edits), poisson discs with perlin noise. I also implemented a midpoint displacement+successive blur to make mountain erosion.

I'm planning to use some brush editor to manually create terrain zone layers at a very macro level, for things like biomes, elevation, seas, etc, so that the terrain generator can do the rest, and then put cities manually. I've seen some pretty impressive terrain generators, but I'd rather focus on cities that look almost real, with building interiors.

The goal is to have a very large quantity of explorable land, without needing level designers and level artists, while not sacrificing quality too much.




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