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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

[ 6407 ]

8.85$ (11%)
16.57$ (17%)
7.54$ (16%)
35.14$ (12%)
4.18$ (16%)
17.75$ (11%)
16.18$ (19%)
8.27$ (17%)
41.47$ (17%)
13.30$ (11%)
16.57$ (17%)
16.79$ (16%)
8.39$ (16%)
14.91$ (17%)
17.75$ (11%)
16.59$ (17%)
16.59$ (17%)
16.57$ (17%)
12.42$ (17%)
20.72$ (17%)
4.95$ (17%)
4.95$ (17%)
8.27$ (17%)
17.75$ (11%)
20.72$ (17%)
16.79$ (16%)
12.42$ (17%)
8.27$ (17%)
12.42$ (17%)
33.17$ (17%)
GAMERSGATE

[ 1893 ]

12.0$ (70%)
6.8$ (83%)
1.28$ (87%)
1.45$ (91%)
5.25$ (65%)
2.55$ (91%)
0.43$ (91%)
7.2$ (64%)
3.19$ (79%)
1.91$ (87%)
5.09$ (49%)
3.19$ (87%)
8.32$ (41%)
3.51$ (88%)
2.0$ (80%)
0.43$ (91%)
1.91$ (87%)
0.9$ (91%)
0.09$ (91%)
0.89$ (87%)
8.0$ (60%)
9.9$ (67%)
2.7$ (86%)
10.63$ (79%)
7.65$ (74%)
1.11$ (91%)
0.75$ (92%)
1.28$ (91%)
1.28$ (91%)
16.0$ (60%)
MacGamestore

[ 4309 ]

1.49$ (85%)
1.99$ (80%)
4.89$ (84%)
17.49$ (13%)
8.99$ (10%)
1.09$ (95%)
0.99$ (80%)
1.19$ (76%)
4.98$ (88%)
1.99$ (80%)
2.99$ (80%)
1.99$ (90%)
16.99$ (15%)
1.99$ (80%)
21.99$ (12%)
2.49$ (75%)
2.49$ (75%)
2.79$ (86%)
67.19$ (16%)
2.99$ (85%)
3.89$ (74%)
0.79$ (84%)
53.99$ (10%)
1.19$ (88%)
13.99$ (7%)
1.09$ (96%)
3.99$ (87%)
1.49$ (85%)
18.49$ (8%)
23.89$ (20%)

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