Frontier: Week 4

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Uploaded by on Jun 24, 2011

A procedural world generator, written in C++ using vanilla OpenGL. You can read about the project in more detail here:

http://www.shamusyoung.com/twentysidedtale/?p=12076

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Gaming

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Standard YouTube License

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Uploader Comments (ShamusYoung)

  • Hold on a second, you said that the whole 1000 square km world was generated in that time? Surely it's not a complete description of the world? I can't see that it's possible to even generate heightmaps for 32,000x32,000 meters of area in that time, let alone everything else on top of it. I'm guessing that when you go into certain areas, the details are then generated..?

  • @Jallenbah You nailed it exactly. It does the macro-level building, and then does the micro building when you're close.

Top Comments

  • this is just... incredible.

    I'm sure you've all heard of the game "infinity the quest for earth". you should sell this for the planet surface generation to them when it's finished, and off course, to a lot of other games of all kinds of genres.

    this is just great, I would love to see this in most games when it's finished.

    continue the good work!

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All Comments (35)

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  • I don't understand, what is this, is it a game, a simulator of some kind? Why do those threes, not look like threes, they can't be a fixed thing, right? Why not use tessellation, since it's supported by OpenGL to create better looking environments, with more geometry? Screw the people with poor computers, it's 2012, if their hardware is 5 years old, maybe they shouldn't be playing pc games, and rather buy a console, which are 6 years old , and supported by mainstream developers!

  • Really cool, great theme, stylization, excellent work.

  • your ganna change the world man.. :) good luck

  • Turn it into a Sandbox MMOFPS and destroy Darkfall and Mortal

  • You should cut down those trees to build a house. You'll need to to hide from the monsters that spawn at night.

  • Is there an issue with returning to places you have already visited? As in the macro level remains the same, but the micro changes? Because I assume the data of the level is not saved once you travel through- or it has a decay on it after you pass it or something like that. So if you return from a long journey you may find things look strangely different.

  • shamus, i like your style

  • Still plan on working on this? Looked very promising. Some of the environment layouts in this video look more immersive than hand-created worlds in larger games.

    Look at 2:10 for example. It's beautiful.

    Please don't abandon this project!

  • Really impressive, starts to look very good, from the chaos theory point :)

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