procedural modeling
by Matt Ahrens · in Torque 3D Professional · 06/16/2010 (9:13 am) · 2 replies
Does anyone have any, or know of any good ways of programming procedural models, or know of any sites that i can find out. I would like a system similar to spore, but different. I have done some of this in the past, without any real success. The terrian uses procedural modeling, so i was wondering if there was any way to use a similar system for creatures, builidings, cities, and what not. I am planning a stratgie game, actuly been working on it for many years, but i haven't started making just desgning.
#2
You should look into:
1) Marching cubes and it's variants (like marching tetrahedrons). They allow you to generate polygonal geometry from a point cloud (with additive and subtractive operations). They are good for modeling organic shapes and stuff like complex terrains/rock formations.
2) CSG operations onto convex shapes (union, subtraction, intersection). It can be used to quickly combine simple shapes into complex shapes like buildings with dynamic doors and windows.
3) Parametric surfaces (splines, bezier patches, etc).
06/17/2010 (9:15 am)
The Terrain (as Matt mentioned), the Sketch tool and MeshRoad are uses of procedural geometry in T3D. All three are instances where geometry is generated via code based on higher level parameters (instead of using a pre-defined list of vertices).You should look into:
1) Marching cubes and it's variants (like marching tetrahedrons). They allow you to generate polygonal geometry from a point cloud (with additive and subtractive operations). They are good for modeling organic shapes and stuff like complex terrains/rock formations.
2) CSG operations onto convex shapes (union, subtraction, intersection). It can be used to quickly combine simple shapes into complex shapes like buildings with dynamic doors and windows.
3) Parametric surfaces (splines, bezier patches, etc).
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Anyone know how to do this kind of thing in Torque 3D?