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  • frankiezafe 11:57 on 2017-04-15 Permalink | Reply
    Tags: , , disrupted cities, ,   

    My website being back online, I will document the researches related to disrupted cities in several pages there.

    I’m currently working on an algorithm to nicely shrink the blocks detected in the network…

  • frankiezafe 18:58 on 2017-03-23 Permalink | Reply
    Tags: , disrupted cities, , , ,   

    Road network generation: the gif gives you an idea of the procedure executed in ~300 milliseconds by the c++.

    With a deformation:

  • frankiezafe 21:35 on 2017-03-19 Permalink | Reply
    Tags: , configuration, disrupted cities, ,   

    Different kind of network generated by 3 configurations (images go 2 by 2).

    Note: add a variation on the roads length (min, max will be ok).

  • frankiezafe 20:50 on 2017-03-18 Permalink | Reply
    Tags: , disrupted cities, ,   

    Result of different configuration of network at each pass. In each image, you see the road network alone and the network with the control grid. I’m proud to mention that the generation time on a big network is taking around 500 millis, something easy to hide with a small transition.

    Here, there are 3 + an initial road (the thick one). In each pass, the road becomes smaller and thinner.

    It’s also possible to generate the same network with depth enabled. It’s becoming very complex to follow visually, but it makes no mistake 🙂

  • frankiezafe 20:34 on 2017-03-11 Permalink | Reply
    Tags: , , , disrupted cities, ,   

    flat network (no Z)

    slight Z curvature

    strong Z curvature

    strong Z curvature

    strong Z curvature

    After a bit of struggle with the management of a 3d grid, the advantage is there: it’s now easy to generate a road network in 3D, with automatic connection of the streets while generating them. It’s a simple brute force & unsupervised generation algorithm, but it is memory efficient and error less.

    Just to explain a bit the images above: the cubes are the cells of the road grid. Only the required one are created during road generation. There are connected to each other to speed up the proximity tests once a now road segment is added. I’ll measure the generation time soon, but it’s already quite fast regarding to the first test made several days ago in processing.

  • frankiezafe 17:45 on 2017-03-11 Permalink | Reply
    Tags: , , disrupted cities,   

    Generation of a 3d grid of cells, each one of the cells knows who are the surrounding ones. This to speed up searching around the current cell.

    To generate a unique id for each one of the surrounding cell, and quickly find the current cell in the surrounding cell, i used a python that generates a list of enum and a map of opposition. Therefore, when I create a new cell in the grid, its very fast to register it into all the existing ones.

  • frankiezafe 18:25 on 2017-03-05 Permalink | Reply
    Tags: disrupted cities, ,   

    A bit of sight seeing:

    Inside buidling:

    super low resolution far buidlings:

    Orange atmosphere (bg + fog + texture color adapted):

  • frankiezafe 22:42 on 2017-03-03 Permalink | Reply
    Tags: clipping, disrupted cities, , , navigation   

    End of the week video. with a navigation through 2 isles, generated with different configuration:

    • first one have thin and spaced towers;
    • second one have fatty towers.

    The clipping is clashy, and i think i’ll leave it like that.

    • FdeCd 23:03 on 2017-03-04 Permalink | Reply


      • frankiezafe 11:21 on 2017-03-05 Permalink | Reply

        merci – je suis en train de faire des recherches sur la génération de réseaux routiers: passionnant 🙂

  • frankiezafe 14:04 on 2017-03-03 Permalink | Reply
    Tags: disrupted cities, ,   

    Buildings generation is on its way.

    A texture controlling the border of the building has been tuned via a python script. Based on a source image:

    the script generate this:

    The brightness is changing gradually and is controlled by the source image pixels. This avoids the basic gradient.

  • frankiezafe 16:15 on 2017-02-28 Permalink | Reply
    Tags: disrupted cities, , , ,   

    It’s holidays in schools this week in belgium, a good occasion for me to pull out of the grave an old project: disrupted cities.

    4 years ago, the scenes have been generated within blender: city maps, meshes and uvs. I was certain it wouldn’t be too hard to port in real-time, and that’s what i’ve started this morning! The planes are generated at runtime inside the engine, the uvs also, and after a rather long loading, everything runs nice and smooth (see the 2 screenshots above). A huge batch of highres textures, scans of a monotype, are necessary for the visual quality of the rendering.

    The background is not full white, leaving some room for bright events.

    The whole project is about wandering in an abstract city.

    As it is holidays for students, i’ll spend mine working on this, thanks to the devs made since the beginning of the year.

    • xuv 17:54 on 2017-02-28 Permalink | Reply

      Nice. Though RT? WTF? Isn’t it PE? Maybe TMA.

    • frankiezafe 19:11 on 2017-02-28 Permalink | Reply

      Video is rendered with blender, but it will be done in real-time with polymorph engine in several days!!! 🙂 – currently generating the levels of the towers.

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