Well, I was looking for a book in my collection, and it was nowhere to be found, of course it was my wife's fault, and after I corrected her, I found myself crafting a wood figure in our garden shed.....
As I knew I was going to be there for a little while, at least until someone need to take the garbage out, I checked an old chest I've placed in the corner.
AND BEHOLD! there it was my book...
Fractal Cities
Are you still here? good, so let me continue.
What will the cities be in ED, how will they make them, what kind of ideas do FD have when they actually make these places, and how can they make them fast without using 6000 man hours to design them.
"Fractal Cities is the pioneering study of the development and use of fractal geometry for understanding and planning the physical form of cities, showing how this geometry enables cities to be simulated through computer graphics. The book explains how the structure of cities evolve in ways which at first sight may appear irregular, but when understood in terms of fractals reveal a complex and diverse underlying order."
It's a great book, I highly recommend it. When you design a large urban area, you need to make it look realistic, you need to make it interresting and believable. How can you do all that?
Well by using Math! ...Oh hold on, hold on.... wait for it ..... wait for it. It's not the same as the other threads I promise.
let no one enter who does not know geometry
We need to split the cities into 3 phases, decorativ, semi interactive, full interactive.
The Decorative part of the city would be visible from a distance, however you can't get close to the city itself. This can be controlled with no fly zones or you need to keep a certain height. The example below was made by using algorithm use in mandelbrot patterns or 3d models
Parts of the city need to be semi interactive, areas where you can land, but not explore. These part would most likely be landing pads that will take you to connecting transports, like tube trains or similar, into the full interactive part of a city.
"Therefore our approach to urban form will be through tracing the 'invisible
structure' of relations which underlie the external form or outward
appearance of cities, using ideas involving hierarchies and networks and
searching for functions which are consistent with the shape of cities and
their evolution. We can sketch out such a structure from the top down,
illustrating how urban space can be seen as both a hierarchy and a network
which in fact represent different sides of the same coin"
Using the math to add variation is key to get variety in your cities.
Making different "house" models and then use ProGen to generate it, would be one way of doing it, however if you truly want to create something that is astonishing you would need to release the power of fractals in your models.
Nature is rich in fractal design, just look closer, no closer....
wish ya all a G'day
Edit:
Read more here:
http://sub.blue/aurullia
http://sub.blue/fractal-lab
As I knew I was going to be there for a little while, at least until someone need to take the garbage out, I checked an old chest I've placed in the corner.
AND BEHOLD! there it was my book...
Fractal Cities
Are you still here? good, so let me continue.
What will the cities be in ED, how will they make them, what kind of ideas do FD have when they actually make these places, and how can they make them fast without using 6000 man hours to design them.
"Fractal Cities is the pioneering study of the development and use of fractal geometry for understanding and planning the physical form of cities, showing how this geometry enables cities to be simulated through computer graphics. The book explains how the structure of cities evolve in ways which at first sight may appear irregular, but when understood in terms of fractals reveal a complex and diverse underlying order."
It's a great book, I highly recommend it. When you design a large urban area, you need to make it look realistic, you need to make it interresting and believable. How can you do all that?
Well by using Math! ...Oh hold on, hold on.... wait for it ..... wait for it. It's not the same as the other threads I promise.
let no one enter who does not know geometry
We need to split the cities into 3 phases, decorativ, semi interactive, full interactive.
The Decorative part of the city would be visible from a distance, however you can't get close to the city itself. This can be controlled with no fly zones or you need to keep a certain height. The example below was made by using algorithm use in mandelbrot patterns or 3d models
Parts of the city need to be semi interactive, areas where you can land, but not explore. These part would most likely be landing pads that will take you to connecting transports, like tube trains or similar, into the full interactive part of a city.
"Therefore our approach to urban form will be through tracing the 'invisible
structure' of relations which underlie the external form or outward
appearance of cities, using ideas involving hierarchies and networks and
searching for functions which are consistent with the shape of cities and
their evolution. We can sketch out such a structure from the top down,
illustrating how urban space can be seen as both a hierarchy and a network
which in fact represent different sides of the same coin"
Using the math to add variation is key to get variety in your cities.
Nature is rich in fractal design, just look closer, no closer....
wish ya all a G'day
Edit:
Read more here:
http://sub.blue/aurullia
http://sub.blue/fractal-lab
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