There are no mesh props here, everything on screen comes from voxels. Also there are no handmade voxel edits, this is strictly the output of grammars. Also note that the same few grammars are applied over and over. For instance curved walls are created with the same wall grammar used for the straight walls, they just run in a curved scope.
This is a scene we are creating to test some new cool systems we are developing to handle high density content.
Most impressive. :)
ReplyDeleteReally cool, looks like handmade, a complex structure.
ReplyDeleteI have few questions:
It is possible to add a more detail to it, eq. gothic style?
Does it generate interior?
Sweet, I love seeing the procedural architecture =D.
ReplyDeleteOnce the LOD transitions are blended it will be even better!
ReplyDelete:)
Is the architecture hollow, like rooms and stuff?
ReplyDeleteThe architecture is hollow. It does not have internal access ways (like staircases) but towers have different floors with fitting window holes, doorways and such.
DeleteDo you think you would produce results that good with adding a bit of randomness in order to generate multiple castles instead of just one? (By "good", I mean that a player would enjoy discovering one after one, without experiencing too much redundancy).
ReplyDeleteThis has apparently been completely procedurally generated, if you were to run the same algorithm in a different location, you'd probably get a rather different castle, that is just as interesting.
DeleteNo guys, it looks I was not clear enough. The placement of the different features over the terrain is man made. The individual towers, walls, flying bridges etc. are the output of grammars, but a human created a box for each grammar to run. In some cases the box was warped or curved, like ones used to produce curved walls. There are no voxel edits in the sense the castle was produced by placing large boxes and assigning which grammar would run inside.
DeleteRight, I wrongly interpreted the lack of edited voxels as meaning the entire thing was procedurally generated, my bad!
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