The city made of pixels
Thursday, September 17, 2009Posted by
Barts
1 Comments
Writing about Canabalt, I used terms "city" and "procedurally generated" in the same note. This has triggered some neurons deep in my brain and I recalled a really cool thing on the same subject that I had seen quite some time ago:

Procedurally generated city. That's right - a digital depiction of three-dimensional city, randomly generated at runtime based on a set of rules. It actually is amazing: I know I have just recently brought you the demo of procedurally generated landscapes, but nature and procedural generation kind of go hand in hand, while artificial and ordered human creations, such as city not so much. That's what I thought until I saw this:
For those curious how the development went and how it was done, read Shamus Young's blog entries on creating pixel city. For those less technical savvy and more visual, just watch the video above. The program itself can be downloaded from here. And if you would like to see how procedural generation can be applied in games, have a look at Canabalt and Rescue the Beagles.
[ via RockPaperShotgun ]
Procedurally generated city. That's right - a digital depiction of three-dimensional city, randomly generated at runtime based on a set of rules. It actually is amazing: I know I have just recently brought you the demo of procedurally generated landscapes, but nature and procedural generation kind of go hand in hand, while artificial and ordered human creations, such as city not so much. That's what I thought until I saw this:
For those curious how the development went and how it was done, read Shamus Young's blog entries on creating pixel city. For those less technical savvy and more visual, just watch the video above. The program itself can be downloaded from here. And if you would like to see how procedural generation can be applied in games, have a look at Canabalt and Rescue the Beagles.
[ via RockPaperShotgun ]
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