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This little sandbox game generates gigabytes of procedural city, traffic and world around you as you move.
  • Use the in-game editor to define the rules for creating your terrain, grass, rocks, trees, city and traffic
  • Create your own unique look using the wide range of graphical settings from retro-pixelated to film-noir and more
  • Walk and fly around your creation
  • More features (and gameplay) coming soon...
Infinicity
Ben MorrisDeveloper
Ben MorrisPublisher
1970-01-01Release
🎹🖱️ Keyboard + Mouse
🕹️ Partial Controller Support
🎮 Full Controller Support
No user reviews (0 reviews)
Dev Diary: Ramping up the (procedural) vegetation

I recently ramped up the level of procedural tree foliage and wanted to briefly post about it.

I chose to generate the trees myself and spent some time thinking about how to do that. I didn't look at any other implementations but rather tried to imagine the simplest approach I could think of and build out from there.

Initially I considered a tree to simply be a pole (like a telegraph pole).

Pointing up, normal to the surface I then imagine rings around its exterior that I could then stitch together using triangles.

Next I imagine at some distance along the pole, branching by rotating the (imaginary) pole about the branching point (the new origin) a configurable number of degrees in the XY ZY planes.

This process repeats recursively with the pole radius narrowing at each branching point and shortening and effectively produces a hierarchy of transformations (one per branching point) that I then bake into the mesh vertices for each branch sub-mesh.

Next, to improve on the rigid pole appearance I modified the ring placement to follow a sinusoidal pattern (rather than the straight pole) by imagining the sin function rotated counter-clockwise +ve 90 degrees in the XY plane. Starting at zero then this function (now transposed) moves vertically upwards and oscillates +/- about the X axis.

For the leaves I chose initially a spherical distribution of points.

For the spherical distribution of triangular leaves I went with the Fibonacci sphere making each point the leaf triangle's circumcentre.
Game Description Image

I then added support for optional hanging vines the colour of which are complementary to the leaf colours.
Game Description Image

Finally, for coloration I added support for 3 schemes; Monochrome, Complementary and Analogous coloration (in HSV colour space).

A short video of the results can be see in this video:

[ 2024-12-21 09:36:16 CET ] [Original Post]

Minimum Setup

  • OS: Linux + SteamOS
  • Processor: Requires a 64-bit processor and operating system
  • Graphics: OpenGL 3.3

Recommended Setup

  • OS: Linux + SteamOS
  • Processor: Requires a 64-bit processor and operating system
  • Graphics: OpenGL 3.3
GAMEBILLET

[ 6576 ]

16.79$ (16%)
1.24$ (79%)
16.79$ (16%)
3.98$ (80%)
12.59$ (16%)
15.00$ (50%)
33.17$ (17%)
24.59$ (18%)
12.43$ (79%)
4.11$ (79%)
15.08$ (75%)
12.42$ (17%)
13.34$ (11%)
41.99$ (-5%)
4.55$ (77%)
10.00$ (60%)
20.42$ (18%)
12.59$ (16%)
24.87$ (17%)
16.60$ (17%)
4.94$ (90%)
1.05$ (93%)
2.96$ (80%)
4.11$ (92%)
6.00$ (70%)
5.00$ (83%)
2.62$ (87%)
15.08$ (75%)
3.11$ (79%)
3.71$ (88%)
GAMERSGATE

[ 3298 ]

1.17$ (77%)
1.13$ (96%)
3.19$ (79%)
3.75$ (75%)
2.0$ (90%)
0.09$ (91%)
5.95$ (70%)
1.28$ (87%)
6.0$ (80%)
6.38$ (74%)
1.28$ (91%)
2.0$ (90%)
0.43$ (91%)
0.42$ (79%)
8.5$ (66%)
6.38$ (87%)
1.0$ (90%)
2.55$ (87%)
2.0$ (90%)
1.91$ (87%)
6.0$ (80%)
3.28$ (84%)
2.04$ (87%)
0.85$ (91%)
3.75$ (81%)
2.55$ (85%)
6.6$ (74%)
1.13$ (91%)
4.73$ (68%)
1.53$ (91%)
MacGamestore

[ 5433 ]

1.49$ (85%)
3.49$ (88%)
1.99$ (90%)
1.24$ (75%)
2.54$ (87%)
6.59$ (74%)
1.09$ (84%)
1.09$ (82%)
11.69$ (81%)
4.49$ (85%)
13.99$ (7%)
5.99$ (85%)
1.59$ (92%)
2.89$ (90%)
5.99$ (80%)
3.79$ (81%)
1.49$ (85%)
8.99$ (10%)
23.44$ (70%)
3.99$ (73%)
1.99$ (80%)
1.69$ (83%)
21.99$ (27%)
0.99$ (80%)
0.99$ (90%)
1.19$ (88%)
1.19$ (88%)
2.54$ (87%)
1.04$ (85%)
0.79$ (20%)

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