disrupted cities

My website being back online I will document…

My website being back online, I will document the researches related to disrupted cities in several pages there. main page (quick presentation, history, etc) galleries generation of the road network I’m currently working on an algorithm to nicely shrink the blocks detected in the network…

Result of different configuration of network at each…

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 +

flat network no Z slight Z curvature strong…

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

Generation of a 3d grid of cells each…

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

End of the week video with a 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.

Buildings generation is on its way A texture…

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.

It’s holidays in schools this week in belgium…

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