|We are now at Demo #1|
Playing To Your Strengths
- Variable detail levels
- Distant and close objects (requires a large world)
- Get more detailed as you approach (show off detail blending)
- Large scale objects (show off dynamic range)
- Small set of primitives
- Basic surface shapes, e.g. cube, cylinder, sphere
- Angular objects and structures will be easiest to produce.
- May need to implement a few new ones
- Frame based space sub-division
- No support for polygon outlines/regions/sub-div yet.
- Rectangular layout of world, e.g. regular rooms only, lots of right angles
- Procedural generation/parameterisation
- Scene can be unique per view (shows off dynamic nature of engine)
- Could incorporate external input (shows off dynamic nature again)
- Huge variety of content needs to be shown (shows off parameterisation)
- Need a lot to explore/see (scene needs to be large)
- View needs to move round the scene.
- No texture support yet
- Flat surfaces for most of the world
- Have to use geometry to add surface detail (plays to engine strength)
- Pixel shader based surface detail can be used
- No shadow support yet
- Harsh lighting will show this up badly.
- A 'light and airy' scene would work best.
- No lighting support yet
- This is going to limit what will look good a lot.
- I'd like to explore static lighting techniques for local lighting effects (this would open up all sorts of possibilities and potentially be less work than a proper dynamic lighting system)
- No AI or scripting yet
- Will need to be a non-interactive experience.
- Need to hard code some temporary fly-through logic (needs to be dynamic to support variety of scenes)
- Will perhaps make a good screen-saver?
- No transparency yet
- I'd really like to get this in as glass allows transitions into interiors (showing off detail levels attainable)
- Combined with pixel shader effects this would also allow simple water features to be added to the scene.
- Implies a level of reflectivity though so would need to think about how much to support this (probably just single general cube-map reflection or specular rather than captured or true reflection. May need basic texture support.)
- No fog support yet
- This will be needed to add depth to the scene, but is largely a shader based effect so something we can add relatively easily.
- Sky box
- Not really a technology feature as this can be implemented as geometry or shaders.
- Sun/moon can be shader generated to represent major light source direction.
- Regular (buildings are often angular and regular)
- Large scale (from skyscrapers to industrial zones to residential to space ports, all can be large and small)
- Bright (the utopian aesthetic lends itself well to shadow-less implementation)
- Roads (whilst roads are a nice feature of a city, I fancied avoiding them and making the building interconnections more futuristic, for pedestrians or flying vehicles)
- Surfaces (futuristic, high-tech structures are likely to be clean and smooth, the need for texturing reduced)
- Transparency (glass facades and water features really say 'futuristic' and 'utopia' to me)
- Shaders (general shader support would allow all sorts of polish like fog/sky/sun to be added as well as some simple water surface effects and procedural texturing)
- Video: Pixel City - Procedurally generated city
- Blog documenting its development: http://www.shamusyoung.com/twentysidedtale/?p=2940
- City generation video: https://twitter.com/delacian/status/698922063675969537
- Scrap-book on tumblr: http://delacian.tumblr.com/
|Sketching elements of contemporary skyscrapers|
|Sketching elements of a futuristic city|
|Walkways and water features at Futuroscope|
|Interesting buildings at Futuroscope|
|Fantastical architecture at Futuroscope|
- Non-conventional skyscrapers
- Lots of 'sci-fi' surface detail
- Open plazas with angular water features
- Docked spacecraft
- Multi-level public spaces, stairs
- Monuments and arenas
- Glass facades revealing interior spaces
- Distant mountain ranges
- Variable time of day/night (static)
- Lots of technology; aerial masts, industrial complexes
- Names in lights on buildings
- Street and window lighting
- Automatic fly-through for use as screen-saver
- Manual control for exploration (fly-cam)