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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

[ 6392 ]

20.72$ (17%)
16.39$ (18%)
49.77$ (17%)
4.95$ (17%)
8.27$ (17%)
8.85$ (11%)
5.03$ (16%)
33.17$ (17%)
13.25$ (17%)
17.59$ (12%)
41.47$ (17%)
8.27$ (17%)
1.00$ (90%)
16.96$ (15%)
5.03$ (16%)
16.57$ (17%)
12.42$ (17%)
17.75$ (11%)
24.87$ (17%)
41.47$ (17%)
24.87$ (17%)
4.87$ (19%)
12.59$ (16%)
12.44$ (17%)
8.39$ (16%)
8.27$ (17%)
4.95$ (17%)
33.17$ (17%)
1.50$ (90%)
16.57$ (17%)
GAMERSGATE

[ 2504 ]

0.51$ (91%)
3.4$ (91%)
3.4$ (66%)
1.31$ (81%)
1.35$ (92%)
2.76$ (86%)
1.28$ (91%)
3.4$ (91%)
4.25$ (91%)
8.49$ (58%)
0.43$ (91%)
1.91$ (87%)
1.05$ (85%)
1.2$ (92%)
0.64$ (87%)
0.43$ (91%)
6.3$ (82%)
3.4$ (91%)
0.64$ (91%)
4.5$ (85%)
1.02$ (87%)
0.63$ (87%)
15.0$ (70%)
0.85$ (91%)
3.4$ (91%)
8.49$ (58%)
1.84$ (74%)
3.26$ (87%)
3.4$ (83%)
0.75$ (92%)
MacGamestore

[ 4798 ]

3.99$ (73%)
2.09$ (70%)
1.99$ (80%)
1.99$ (80%)
2.49$ (83%)
7.99$ (84%)
1.09$ (91%)
1.09$ (84%)
1.99$ (90%)
21.99$ (12%)
1.89$ (81%)
38.99$ (13%)
1.19$ (88%)
13.99$ (7%)
27.49$ (8%)
9.49$ (5%)
1.99$ (90%)
1.24$ (75%)
1.99$ (90%)
0.79$ (84%)
5.49$ (86%)
1.19$ (88%)
2.49$ (75%)
1.19$ (60%)
9.49$ (5%)
1.99$ (87%)
6.24$ (75%)
53.99$ (10%)
3.74$ (75%)
1.99$ (80%)

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