Fractal generated cityscapes

Nvidia did something along these lines with its 2011 "Endless City" tech demo. This one is procedurally generated, though I imagine it uses a lot of graphics power.

screenshot-2.jpg


https://www.geforce.com/games-applications/pc-applications/endless-city-demo
 
RSI has announced procedurally generated cities in Star Citizen in the 3.0 patch which will probably be released to "backer" community in the next few weeks. Not perfect, but very impressive.

There are two videos. The first is the "showcase" of procedurally generated cities which starts around the 4 minute 15 seconds mark and goes for about 8 minutes. The second is a short video which talks about the software tools used to do the procedural generation of cities (and effects with examples).

[video=youtube_share;b9RUWxsVmws]https://youtu.be/b9RUWxsVmws?t=4m15s[/video]

[video=youtube_share;_3ax4gu---Y]https://youtu.be/_3ax4gu---Y[/video]

CORRECTION: Apology to all, it has been pointed out to me that procedurally generated cities will NOT be part of the 3.0 patch, but are intended to be added later. No release date has been given as yet. The videos do however show how procedural generation is being used to create cities in SC ATM.
 
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This would be cool if they could make it player interactive and meaningful....but great eye-candy for sure!
 
This would be cool if they could make it player interactive and meaningful....but great eye-candy for sure!

Yes, vey cool. The second video (last half) shows the tool SC uses to procedurally generate the interior of buildings. :)
 
Yes, vey cool. The second video (last half) shows the tool SC uses to procedurally generate the interior of buildings. :)

CIG show a lot of stuff, most of it never make it into the "game".

Tech like this has been around for years, but until now no one needed it in games.
 
It looks great but you get used to seeing it fairly quickly. Unless there are hand-crafted "adventures" you can get into within this world (you know, Mass Effect-type storylines) then it'll still have the 1" deep problem.
 
It looks great but you get used to seeing it fairly quickly. Unless there are hand-crafted "adventures" you can get into within this world (you know, Mass Effect-type storylines) then it'll still have the 1" deep problem.

Yeah, PG is great for something you fly over because it's easy to gloss over repetitiveness in that case - you're meant to be paying attention to flying your ship. But indoors you're going to need a huge amount of asset variety otherwise things are going to start looking very repetitive very soon.
 
Loved that. Beautiful and kind of disturbing at the same time. Like an early Spielberg movie designed by H. R. Giger. Close Encounters Of The Creepy Kind.

It's also interersting to note how quickly the differing attitudes towards this sort of content in gaming have emerged in this thread. Some people get sufficient engagement from the beauty of the visuals, with any futher content on top a bonus. Others may appreciate the aesthetics but only as a backdrop, pointless without futher interactivity. Nobody is right or wrong, it's purely subjective.

As someone who sits firmly in the first category, it's something of a double-edged sword. On the one hand I can immerse myself in such worlds for hours, or drop in for a few minutes depending on my mood, and always get something from the experience. On the other hand such things are rare in games because mainstream developers, including FD to some degree, understandably feel the need to appeal to both groups or not at all. If they can't pepper it with content, they don't bother, so there's not much of it around.

For now ED exploration and NMS are providing my virtual world fix, although I haven't played NMS for ages if I'm being honest. I'm looking forward to the planet improvements in ED but the one I'm really ancicipating is Exo One which promises interactivity and story unfolding at a player-controlled pace, against a backdrop of endless wandering.
 
Bethesda did procedural generated dungeons for Daggerfall way back in 1996. So not new tech at all. CIG said they will be doing procedural interiors for the city too. They also showed atmospheric planet with NPC's going about their daily lives and alien critters buzzing about a mining city. No its not in the game yet, but shows they have the tech to do it.

Hope Frontier catchup soon.
 
Bethesda did procedural generated dungeons for Daggerfall way back in 1996. So not new tech at all. CIG said they will be doing procedural interiors for the city too. They also showed atmospheric planet with NPC's going about their daily lives and alien critters buzzing about a mining city. No its not in the game yet, but shows they have the tech to do it.

Hope Frontier catchup soon.

I think CIG's innovation is the sheer size of it. I can also generate random dungeons, but the trick is how to draw a complex structure that's thousands of miles across and not kill your framerate.
 
I think the real problem is how to make that huge environment interactive. Note for instance how you can shoot at many structures in ED (including, say, generation ships) and nothing happens. Crash into outposts, settlements or stations, and there's not even a scratch. Creating damage models is effortful.

If you PG a city, you have to model interaction with it: your actions on that environment have to have a noticeable impact on it (literally and figuratively). If you model a crowd, again it has to react to your interaction with it. That is what makes creating vast environments tricky. The PG bit is easy. The interactivity, not so much.
 
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