binstream Posted October 16, 2013 Share Posted October 16, 2013 Our technical artists wrote an article on some techniques used for in-house content development in UNIGINE studio, we hope this will be useful for the customers as well. English: Procedural Content Generation for Real-Time 3D Applications * Part 1: Oil Rush - http://unigine.com/articles/130605-procedural-content-generation/ * Part 2: Valley Benchmark - http://unigine.com/articles/131016-procedural-content-generation2/ Russian: Применение процедурных генераторов в создании контента для real-time 3D приложений * Часть 1. Oil Rush - http://habrahabr.ru/company/unigine/blog/167075/ * Часть 2. Valley Benchmark - http://habrahabr.ru/company/unigine/blog/184614/ 1 Link to comment
ulf.schroeter Posted October 23, 2013 Share Posted October 23, 2013 once again excellent article ! Link to comment
binstream Posted October 24, 2013 Author Share Posted October 24, 2013 We are preparing the same type of article on "Washington" demo (to be published in December-January), so if you have any suggestions on the format - you are welcome! Link to comment
ulf.schroeter Posted October 24, 2013 Share Posted October 24, 2013 "Washington" demo means rescue helicopter demo ? Link to comment
binstream Posted October 24, 2013 Author Share Posted October 24, 2013 "Washington" demo means rescue helicopter demo ? Yes, it is. Since we use geodata from Washington state (Olympia national park), it's called internally "washington demo". Link to comment
eric.felgines2 Posted January 7, 2014 Share Posted January 7, 2014 Hello ! We are waiting anxiously for this famous article on geodata pipe on washington demo (or a tutorial it would be nicer ;) ) . In your opinion, when will it be ready? Thx for all. Link to comment
francis.pimenta Posted January 24, 2014 Share Posted January 24, 2014 For procedural Modeling or World creation would be sidefx houdini interesting. it's a mature 3D Software with a lot of Features Terrain Tutorial: http://www.sidefx.com/index.php?option=com_content&task=view&id=2500&Itemid=383 The Houdini Engine is a new product under development the target is to give cg / game Studios. Access to Houdini components in the Production Pipeline. Houdini Engine Example Unity and UDK (16:30) : http://www.sidefx.com/index.php?option=com_content&task=view&id=2252&Itemid=354 Add-on Information page: http://www.sidefx.com/index.php?option=com_content&task=view&id=2604&Itemid=66 there is also a target to integrate the houdini engine direct into the game engine as Procedural Object(Terrain, Building, Human,....) Generator. Link to comment
binstream Posted January 25, 2014 Author Share Posted January 25, 2014 Houdini was heavily used during development of Washington demo (rescue helicopter simulator). Link to comment
ulf.schroeter Posted January 25, 2014 Share Posted January 25, 2014 Interesting, what for ? Thought most work was done by using WorldMachine. Link to comment
binstream Posted January 27, 2014 Author Share Posted January 27, 2014 Interesting, what for ? Thought most work was done by using WorldMachine. Procedural generation of meshes for roads and lakes. Link to comment
s.moussa Posted June 25, 2015 Share Posted June 25, 2015 What do you think of this kind of tool in the roads pipeline ? http://www.flyingcfx.com Link to comment
demostenes Posted June 26, 2015 Share Posted June 26, 2015 What do you think of this kind of tool in the roads pipeline ? http://www.flyingcfx.com Sometimes we use Unity3d plugin easyroads3D, it costs almost nothing and you can easily generate river/road meshes and modify height map: https://www.assetstore.unity3d.com/en/#!/content/469 It is funny to use other engine as tool, but until there is something in Unigine, it is cheap solution. If I remember well, there is some road tool in Unigine roadmap after asset browser. Link to comment
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