Re:Procedural Building Generation in Unreal Engine 3
by iwwr on Sunday December 12, 2010 @07:42PM
(#1998676)
Would we be seeing live procedural generation of this sort in games in the near future?
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Re:Procedural Building Generation in Unreal Engine 3
by teamonkey on Monday December 13, 2010 @12:33AM
(#1999470)
I don't think that this is 'live' per se, at least it's not real-time. It's a tool to help level designers design city buildings quickly, as opposed to something like Subversion's procedural city.
Either the building mesh is generated procedurally when the level is loaded or it is generated and 'baked' in to the static level mesh at compile time (it's not entirely clear from the doc which method it uses).
Re:Procedural Building Generation in Unreal Engine 3
by bonzoesc on Sunday December 12, 2010 @11:15PM
(#1999292)
If Epic's building it, you can expect it. They're one of the biggest middleware providers for games.
IIRC, many games use a procedural foliage generator for trees and shrubberies.
Re:Procedural Building Generation in Unreal Engine 3
by bhickey on Monday December 13, 2010 @03:22AM
(#1999821)
You do recall correctly. Speed tree brings us shrubbery to plenty of games. [http://www.speedtree.com/]