There has been a lot of discussion regarding PG in this forum, the problem is that many people don't know or fully understand why PG done right is the most powerful shape designer compared to a human design.
This is some of the math and thinking behind a good formula.
[video]https://www.ted.com/talks/michael_hansmeyer_building_unimaginable_shapes?language=en[/video]
[video]https://www.ted.com/talks/benoit_mandelbrot_fractals_the_art_of_roughness[/video]
Sadly most people only see the "boring" PG done by lazy coders and game developers.
"You can't make a city interesting with PG" that is ! sure you can, if you know how to do it, and if you want to do it right.
I know this has been linked here many times, however every time I watch it I get new information, and I even understand more what DB is trying to make. Watch it after the first and second talk, then you will see it in a different angle.
[video=youtube;GEVutbSqBI0]https://www.youtube.com/watch?v=GEVutbSqBI0[/video]
This is some of the math and thinking behind a good formula.
[video]https://www.ted.com/talks/michael_hansmeyer_building_unimaginable_shapes?language=en[/video]
[video]https://www.ted.com/talks/benoit_mandelbrot_fractals_the_art_of_roughness[/video]
Sadly most people only see the "boring" PG done by lazy coders and game developers.
"You can't make a city interesting with PG" that is ! sure you can, if you know how to do it, and if you want to do it right.
I know this has been linked here many times, however every time I watch it I get new information, and I even understand more what DB is trying to make. Watch it after the first and second talk, then you will see it in a different angle.
[video=youtube;GEVutbSqBI0]https://www.youtube.com/watch?v=GEVutbSqBI0[/video]
Last edited: