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Hero house and city generator

Posted By davidktimperley 10 Years Ago
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davidktimperley
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No mans sky is a game under dev, that generates everything algorithmically ...

A Behind-The-Scenes Tour Of No Man's Sky's Technology
prabhatM
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davidktimperley (12/11/2014)
No mans sky is a game under dev, that generates everything algorithmically ...

A Behind-The-Scenes Tour Of No Man's Sky's Technology


Thanks. That was really cool !
davidktimperley
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Scene City Create realistic 3D cities for Blender easily

Scene City is a city generator:

Cross-platform: available for Windows, Mac and Linux
Easy to get started: download and start making cities, there is no installation and no prerequisite, not even Blender, though you'll need it to open the output cities
Easy to use: export your city to Blender with a mouse click, adjust the camera angle in Blender, then hit F12. Finished!. You can go further if you want of course, but Scene City is built with ease of use in mind
Realtime preview: you can navigate in realtime in the high-fidelity 3D preview, including a first person view where you can drive right inside your city before you decide to export it to Blender
Both Cycles and Blender Internal (BI) are supported: Blender has two official render engines, and both are fully supported. Use the one you prefer.
Large cities are possible: depending on your hardware capability (RAM, CPU and graphics card), you can build very small to large cities, from 320m² up to 1280m²
davidktimperley
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Cities Skylines : World Premiere Gameplay
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prabhatM (12/10/2014)
davidktimperley (12/9/2014)
This video has some ideas that could be implemented such as using particle systems.


How to Create a City in Blender...
https://www.youtube.com/watch?v=XCEN0qQOsIA


Most of the 3D and even 2D programmes are using the Particle systems to create POPULATED SCENES.

RL needs to recognise that potential.

But to implement that ICLONE needs to have Occlusion Culling feature to manage such large scenes. ICLONE 5 is TOO FRAGILE for such large scenes.

RL needs technology help like UMBRA ( http://www.umbrasoftware.com/).



I've been thinking about this posting.
Is there a prob with 'scale' in iClone.

This is a clip from a new game...


Uncharted 4: A Thief’s End Gameplay Video


Can iClone achieve the sense of scale that this real-time environment achives?
prabhatM
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davidktimperley (12/20/2014)
prabhatM (12/10/2014)
davidktimperley (12/9/2014)
This video has some ideas that could be implemented such as using particle systems.


How to Create a City in Blender...
https://www.youtube.com/watch?v=XCEN0qQOsIA


Most of the 3D and even 2D programmes are using the Particle systems to create POPULATED SCENES.

RL needs to recognise that potential.

But to implement that ICLONE needs to have Occlusion Culling feature to manage such large scenes. ICLONE 5 is TOO FRAGILE for such large scenes.

RL needs technology help like UMBRA ( http://www.umbrasoftware.com/).



I've been thinking about this posting.
Is there a prob with 'scale' in iClone.

This is a clip from a new game...


Uncharted 4: A Thief’s End Gameplay Video


Can iClone achieve the sense of scale that this real-time environment achives?


I know for sure iclone5 was not ready for large scenes. The array management was so poor ! RL admitted in so many posts.

ICLONE6 is a complete overhaul.

Now that they have understood the game of LOD, I am sure they are aware of the "scale" and must have taken their first baby step.

It will be there...it's just a matter of time.

NOTE: if ICLONE does not scale up , then somebody soon will take unreal engine and create a proper cinematic editing timeline like After Effect and will REPLACE THE ICLONE MARKET.

Today ICLONE is getting strong, but quite fragile too....it's on a quick sand.
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10 Years Ago by prabhatM



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