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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

[ 6505 ]

3.93$ (21%)
25.19$ (16%)
4.65$ (53%)
5.03$ (16%)
24.59$ (18%)
8.39$ (16%)
0.74$ (93%)
5.03$ (16%)
1.88$ (81%)
4.39$ (91%)
9.60$ (84%)
1.00$ (90%)
1.17$ (92%)
3.35$ (83%)
16.79$ (16%)
12.98$ (78%)
5.14$ (83%)
1.56$ (84%)
4.18$ (16%)
1.88$ (87%)
12.42$ (17%)
16.79$ (16%)
16.79$ (16%)
2.36$ (84%)
4.21$ (89%)
4.37$ (78%)
3.57$ (55%)
16.34$ (18%)
4.48$ (78%)
1.00$ (90%)
GAMERSGATE

[ 4514 ]

1.5$ (70%)
8.99$ (55%)
1.6$ (80%)
5.0$ (50%)
7.5$ (75%)
2.25$ (77%)
6.0$ (50%)
7.2$ (64%)
0.64$ (87%)
2.5$ (75%)
2.4$ (60%)
17.5$ (50%)
1.75$ (75%)
3.9$ (70%)
1.2$ (60%)
1.05$ (85%)
16.0$ (60%)
19.49$ (35%)
0.43$ (91%)
0.85$ (91%)
0.85$ (91%)
5.0$ (80%)
2.6$ (80%)
0.56$ (81%)
15.0$ (70%)
1.19$ (83%)
8.49$ (58%)
1.5$ (81%)
3.06$ (74%)
9.89$ (51%)
MacGamestore

[ 5360 ]

9.59$ (84%)
3.99$ (80%)
3.99$ (73%)
3.99$ (90%)
1.19$ (88%)
17.49$ (50%)
1.24$ (75%)
2.49$ (50%)
8.99$ (55%)
2.49$ (83%)
2.99$ (70%)
1.19$ (76%)
2.79$ (60%)
4.99$ (50%)
6.24$ (75%)
1.71$ (91%)
1.39$ (90%)
1.19$ (60%)
2.54$ (87%)
4.49$ (70%)
0.79$ (89%)
2.29$ (85%)
8.99$ (10%)
1.19$ (88%)
0.99$ (90%)
1.09$ (86%)
42.49$ (15%)
12.49$ (75%)
0.69$ (65%)
1.89$ (81%)

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