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All of the screenshots for outerra on the web site only show terrain with no urban environments. This video shows urban environments, but the buildings seem to
by manfredo 6y ago
All of the screenshots for outerra on the web site only show terrain with no urban environments.
This video shows urban environments, but the buildings seem to be low poly structures. Okay enough for a flight sim, but I doubt it would be pleasing driving simulator where you regularly see these buildings up close.
https://youtu.be/YV9eAN7RVOU https://youtu.be/YV9eAN7RVOU
The fundamental problem is that the buildings aren't procedurally generated - they're discrete models. They're procedurally placed on the map, but it still cycling through a fixed list of buildings. It looks similar to the real world from the sky, but if you were to go down and drive around you'd see the same apartments and stores again and again.
- kebman 6y agoI think those are valid conserns. And I also think it can be handled, for instance by fractal algorithms. Most houses are just subsets of a general style, so I'd be quite interested in seeing some work done on procedurally modelled houses. I think doing it in a believable way completely feasible with todays technology. Hell, I could even take a crack at it myself, with POV-Ray^[1] lol. But given that it's an old ray tracer I don't think it would translate very well to modern game engines. It is entirely script driven, though, which makes things a lot easier when it comes to generating procedural contents. [1]: http://www.povray.org/ http://www.povray.org/