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Saturday, August 13, 2011

Ruins

The nicest part about creating buildings is to make them fall apart:


Some ruins near a cliff. I still need to do a lot of work for the ruin generator. So far there is no rubble. Also a lot of floating chunks.

I will post more screenshots of ruins shortly.

11 comments:

  1. This is amazing! Do you do this full time, or just as a hobby?

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  2. @Oscar: Just a hobby. I wish I could sink more time on this, I can put only around one hour every two days. That is all the time I got, usually after everyone else in the house is asleep I connect from my iPad to my PC. As you can see this project is actually develop from the comfort of my pajamas while laying in bed.

    But that also explains why I'm progressing so slowly.

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  3. Progressing slowly??? For me it's very fast! Maybe because I'm not so used with 3D development and so. :)

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  4. When you make ruins are you first generating the completed building's tree and then "tearing it down" with another random algorithm? Is that slow at all? I guess I'm wondering if it's slow to first generate the L-system, create the voxel structure, apply the ruin algorithm to the voxel data and THEN calculate the isosurface and render it?

    Though, I imagine it totally depends on how you've implemented all the inner vitals, which I'm sure was done in the most efficient way possible judging by the out-of-control awesomeness of your engine thus far ;) Just curious cause as impressed as I am by everything else I've seen, the building generator is the most amazing, tbh.(though the simple way you explained the L-System generation makes it seem so easy)

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  5. Good work, keep it up!

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  6. @Anonymous: Yes, buildings are entirely generated then made into ruins. But ruins are very inexpensive to compute. As you noted, everything is an isosurface, including the buildings. Ruins can be obtained by subtracting noise from the architecture field function. It took me around 10 minutes to add the ruin functionality shown in the screenshots. Adding rubble where it makes sense is a different thing, it will take more time.

    The architecture L-System is simple in principle but the devil is in the detail. This is a very interesting subject, I will cover it soon. I want to have the architecture of the world near completion to make sure the L-System is really what I need it to be. Then I will expose it in more detail.

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  7. Wow reminds me games of thrones.
    Amazing stuff.

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  8. @MCeperoG: Ah, makes total sense, thanks for the clarification. I can't wait to see hear more about the architecture L-System!

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  9. Ruins are such fun in fantasy settings. One of the greatest parts of "points of light in the darkness" types of worlds I am sure. Lovely.

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  10. Just letting you know, this is now my computer background.very pretty.

    I have a small problem with the way some things broke apart, but they're details of hyper-realism, not of the overall effect. The keystone in archway falls apart, for example, but there still remains a good chunk of the arch and pillars (which are more likely to fall and topple without the keystone). It also seems a bit too smooth and eroded on top, where it doesn't seem to have broken apart at the stone-structure seams, and the wearing seems to have ignored most of the sides of the structure. But again, the overall effect is still wonderful.

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  11. @Nathan: Yes, it bothers me too. It is worse than what you see in these screenshots. I've seen things you people wouldn't believe...

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