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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

[ 6498 ]

12.42$ (17%)
42.45$ (15%)
1.58$ (92%)
47.26$ (21%)
7.49$ (25%)
24.87$ (17%)
9.39$ (69%)
9.39$ (53%)
15.09$ (25%)
16.57$ (17%)
3.93$ (21%)
15.14$ (24%)
12.42$ (17%)
16.57$ (17%)
10.45$ (30%)
7.56$ (24%)
5.25$ (82%)
24.87$ (17%)
3.26$ (78%)
20.72$ (17%)
41.47$ (17%)
16.79$ (16%)
34.59$ (42%)
1.21$ (80%)
13.49$ (78%)
40.88$ (18%)
24.87$ (17%)
16.60$ (17%)
8.19$ (18%)
5.39$ (82%)
GAMERSGATE

[ 2037 ]

3.19$ (79%)
0.43$ (91%)
1.05$ (85%)
1.84$ (74%)
1.31$ (81%)
0.68$ (91%)
3.4$ (83%)
1.31$ (81%)
0.51$ (83%)
1.84$ (74%)
5.1$ (66%)
1.45$ (91%)
2.76$ (86%)
1.28$ (87%)
1.2$ (80%)
0.85$ (91%)
2.55$ (87%)
0.89$ (87%)
0.64$ (87%)
1.31$ (81%)
4.25$ (83%)
8.99$ (55%)
1.28$ (87%)
1.58$ (77%)
1.7$ (91%)
3.19$ (87%)
1.28$ (91%)
1.24$ (89%)
1.05$ (85%)
0.85$ (91%)
MacGamestore

[ 1998 ]

0.99$ (75%)
1.99$ (80%)
17.49$ (13%)
1.19$ (88%)
2.49$ (83%)
1.09$ (95%)
1.99$ (87%)
8.99$ (55%)
1.10$ (93%)
2.48$ (75%)
37.89$ (5%)
53.99$ (10%)
13.99$ (7%)
2.99$ (75%)
1.19$ (85%)
1.29$ (91%)
1.19$ (91%)
1.19$ (76%)
2.49$ (88%)
1.89$ (81%)
2.49$ (75%)
1.59$ (68%)
1.99$ (80%)
21.99$ (27%)
1.09$ (86%)
23.89$ (20%)
15.89$ (21%)
5.99$ (85%)
1.19$ (76%)
1.19$ (88%)

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