Procedural generation based on land terrain texture grid
- FiftyTifty
- Posts: 63
- Joined: 15 Oct 2014, 21:02
Re: Procedural generation based on land terrain texture grid
Are you able to take advantage of batching and instancing with the generated objects? Having the option to batch the generated objects would be great for performance. Ideally OpenMW would implement a robust batching method that takes the best of both dynamic batching and static batching, but AFAIK batching hasn't been used in any form since the OGRE builds.
- silentthief
- Posts: 456
- Joined: 18 Apr 2013, 01:20
- Location: Currently traversing the Ascadian Isles
Re: Procedural generation based on land terrain texture grid
Excited by the thought of this. I am a big fan of this because it would help speed up creating a landscape for your world, regardless if that would still require manual tweaks/edits/adjustments. Keep up the good work unelsson
ST
Re: Procedural generation based on land terrain texture grid
This could be probably developed further into real-time seed-based object generation, removing the need to store all the instance data to hard drive. There's no reason why it couldn't work along with batching implementations, but there's no batching at the moment.
Re: Procedural generation based on land terrain texture grid
No Man's Sky uses a hard coded 64 bit seed value to deterministically generate their universe on the fly. It sure saves some harddrive data.unelsson wrote: ↑18 Mar 2020, 11:18 This could be probably developed further into real-time seed-based object generation, removing the need to store all the instance data to hard drive. There's no reason why it couldn't work along with batching implementations, but there's no batching at the moment.
It's the only way to distribute such a gigantic game world and make it look the same for everyone.
https://www.youtube.com/watch?v=C9RyEiEzMiU