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a fork of Arnaud's masters theses for generating procedural villages (move to godot interface and engine integration)

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Procedural Village Generation on Arbitrary Terrain v0.1

Arnaud Emilien (c) 2010 [email protected]

License

This software can not be copied and/or distributed without the express permission of Arnaud Emilien.

Requirements

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)

Dependencies

lib qt4 dev lib glew dev

Controls

forward/backward: middle mouse button translate view: right mouse button rotate view: left mouse button

How to generate a basic village

  1. File: Open heightmap, select an heightmap
  2. Gen: Select a generation scenario, click Play secnario (you can repeat that step)
  3. Build: click Watershed
  4. Geom: click Generate Geometry

TODO

  • 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.

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a fork of Arnaud's masters theses for generating procedural villages (move to godot interface and engine integration)

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