Procedural generation based on land terrain texture grid

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Amenophis
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Re: Procedural generation based on land terrain texture grid

Post by Amenophis » 17 Feb 2020, 10:38

Me too.
My fixes and tweaks on vanilla and modded quests for Morrowind.
http://www.nexusmods.com/morrowind/mods/43107/?

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MajinCry
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Re: Procedural generation based on land terrain texture grid

Post by MajinCry » 26 Feb 2020, 15:48

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.
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silentthief
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Re: Procedural generation based on land terrain texture grid

Post by silentthief » 26 Feb 2020, 20:37

unelsson wrote:
17 Feb 2020, 10:07
Amenophis wrote:
16 Feb 2020, 20:49
Can this feature generates grass based on the terrain type? Like instantaneous grass for Morrowind vanilla and mods?
Yes, that's exactly what it's for. I mostly use it to generate forests, grass, random rocks etc. It probably takes a while to tune the settings to get best results though.
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

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unelsson
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Re: Procedural generation based on land terrain texture grid

Post by unelsson » 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.

1Zero
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Re: Procedural generation based on land terrain texture grid

Post by 1Zero » 19 Mar 2020, 09:57

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.
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.
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

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