| ▲ | yunnpp 3 days ago | ||||||||||||||||
My masters was also on procedural generation. Now I wonder how many of us are out there. At any rate, given that this paper divides the terrain in regions and apparently seeds each region deterministically, it looks like one could implement a look-ahead that spawns the generation on async compute in Vulkan and lets it cook as the camera flies about. | |||||||||||||||||
| ▲ | DonHopkins 3 days ago | parent | next [-] | ||||||||||||||||
Now days there are a whole lot of people procedurally generating their masters degrees, but that's a different thing entirely. | |||||||||||||||||
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| ▲ | daemonologist 3 days ago | parent | prev | next [-] | ||||||||||||||||
I think it's catnip for programmers, myself included. (See also: boids, path traced renderers, fluid simulations, old fashioned "generative"/plotter art, etc. - stuff with cool visual output) | |||||||||||||||||
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| ▲ | reactordev 3 days ago | parent | prev [-] | ||||||||||||||||
Which is what a sane terrain system would do. Just beyond the far plane you would load/gen the tile/chunk and as you got closer, increase the resolution/tessalation/etc. (or you start with high and each level away you skip vertices with a wider index march for a lower lod). In any case, like I said, I welcome any new advances in this area. Overhang being the biggest issue with procedural gen quad terrain. Voxel doesn’t have that issue but then suffers from lack of fine detail. | |||||||||||||||||