Procedural Village Generation on Arbitrary Terrain v0.1
Arnaud Emilien (c) 2010 [email protected]
This software can not be copied and/or distributed without the express permission of Arnaud Emilien.
GLSL 130 GL_EXT_texture_array
g++-5 with -std=c++11 (for variadic templates) (it compiles directly on Ubuntu 16.04, I was not able yet to compile it on 18.04)
lib qt4 dev lib glew dev
forward/backward: middle mouse button translate view: right mouse button rotate view: left mouse button
- File: Open heightmap, select an heightmap
- Gen: Select a generation scenario, click Play secnario (you can repeat that step)
- Build: click Watershed
- Geom: click Generate Geometry
- watershed vectorization from the watershed grid needs several improvements to provide more rectangular house shapes for houses clusters with close neighbors. A better watershed implementation, used for the publication, has been lost. Also, new papers have been made on procedural building layout generation from road networks.
- geometry: some buiding part generation have bugs. Meshs could use instancing for performances.
- improve camera controls.
- multi threaded implementation.