This is a little side-project I've been working at for a wee while:
Behold- procedurally generated thatch hovels for your filthy peasant tenantry!
It ain't much to look at right now, but this is the result of a simple java application I've been putting together. The program, in a nutshell, is a elementary demonstration of how custom architecture can be generated from rudimentary bits and pieces of imported geometry. I won't bore you with the details of implementation (-unless you really want that-) but I'm hopeful this might help out with the development of a future majesty sequel in several ways.
* 1.* Random architecture (naturally) allows a greater diversity in building appearance, helping to offset the monotony of large settlements without placing excess pressure on the content team.
* 2.* The approach allows simultaneous generation of building interiors and even separate rooms within the floorplan, thus (in theory) permitting ease of prying into your denizens' private lives!
* 3.* Since the buildings are generated on a tile-by-tile basis, by the same principles a building can easily be sliced up into separate pieces for purposes of physics simulation, which brings me to (last but not least)...
* 4.* Full terrain integration. Fog of war, cover/lighting/visibility and other terrain effects can apply easily within such buildings, making them essentially well-fleshed-out aspects of the landscape. In other words, you needn't maintain an artificial distinction between 'indoor' and 'outdoor' areas.
Of course, the approach isn't without it's weaknesses- irregular, non-linear architectures (such as those for the temples to Krolm/Fervus, and things like trees or boulders,) wouldn't easily be reproduced by this technique- moreover, good results require a pretty tight understanding between the content and programming teams, to make sure that the right architecture can be coded for each building set, and that art in turn is produced in the proper format for each. But at minimum, I think there's a broad class of buildings that could benefit substantially from just such a touch of individual personality.
The technology itself isn't very fancy- it's essentially identical to random-level generation you'd get in a variety of old-school CRPGs- nothing much you couldn't get 20 years ago. But... to my knowledge, nothing similar has been done in the RTS/Sim field, and I think it could help set majesty apart from future competitors. (Heck, think of it as a cheap way to hop on the Spore bandwagon
).
Finally, I still have to add a lot of bells and whistles such as nicer texturing (and normal correction,) doors/windows/chicken-sheds/eaves-and-porticos. They'll be coming along later (with luck.) I'm sure the professionals, at any rate, could make a much nicer job of things.
So. If you have any questions about the code itself, or want to sample the source yourself, PM me and I'll send you along a copy. And let it never be said I'm just here to moan and criticise!
I am also here to feed my ego.
Alfryd
Behold- procedurally generated thatch hovels for your filthy peasant tenantry!
It ain't much to look at right now, but this is the result of a simple java application I've been putting together. The program, in a nutshell, is a elementary demonstration of how custom architecture can be generated from rudimentary bits and pieces of imported geometry. I won't bore you with the details of implementation (-unless you really want that-) but I'm hopeful this might help out with the development of a future majesty sequel in several ways.
* 1.* Random architecture (naturally) allows a greater diversity in building appearance, helping to offset the monotony of large settlements without placing excess pressure on the content team.
* 2.* The approach allows simultaneous generation of building interiors and even separate rooms within the floorplan, thus (in theory) permitting ease of prying into your denizens' private lives!
* 3.* Since the buildings are generated on a tile-by-tile basis, by the same principles a building can easily be sliced up into separate pieces for purposes of physics simulation, which brings me to (last but not least)...
* 4.* Full terrain integration. Fog of war, cover/lighting/visibility and other terrain effects can apply easily within such buildings, making them essentially well-fleshed-out aspects of the landscape. In other words, you needn't maintain an artificial distinction between 'indoor' and 'outdoor' areas.
Of course, the approach isn't without it's weaknesses- irregular, non-linear architectures (such as those for the temples to Krolm/Fervus, and things like trees or boulders,) wouldn't easily be reproduced by this technique- moreover, good results require a pretty tight understanding between the content and programming teams, to make sure that the right architecture can be coded for each building set, and that art in turn is produced in the proper format for each. But at minimum, I think there's a broad class of buildings that could benefit substantially from just such a touch of individual personality.
The technology itself isn't very fancy- it's essentially identical to random-level generation you'd get in a variety of old-school CRPGs- nothing much you couldn't get 20 years ago. But... to my knowledge, nothing similar has been done in the RTS/Sim field, and I think it could help set majesty apart from future competitors. (Heck, think of it as a cheap way to hop on the Spore bandwagon
Finally, I still have to add a lot of bells and whistles such as nicer texturing (and normal correction,) doors/windows/chicken-sheds/eaves-and-porticos. They'll be coming along later (with luck.) I'm sure the professionals, at any rate, could make a much nicer job of things.
So. If you have any questions about the code itself, or want to sample the source yourself, PM me and I'll send you along a copy. And let it never be said I'm just here to moan and criticise!
I am also here to feed my ego.
Alfryd
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