Friday, December 13, 2013
Thursday, December 12, 2013
Alright so here's the deal. We finished everything we wanted to. We realized after posting the original blogs, we miscalculated our skill points (chose to do too many). In the end we completed the following tasks for a total of 9 skill points (if you like our procedural city generation):
Procedural City Generation (1-2)
-Randomly find road placements
-If there's no road, create a building with a random height and give the building a parent block
-Randomly select a number of parent blocks (greater than half of the parent blocks) to generate buildings on
-If a parent block is not selected for building rendering, add the block for plant rendering
-Render all buildings, roads, and plants on appropriate blocks.
L-System Tree Generation (3)
Particle Effect (2)
-Rain
-Swarm
PureData Audio Control (2 as per Professor Shultze)
-minor 3rd rotates the camera to the left
-Major 3rd rotates the camera to the right
-Perfect 5th moves the camera forward
-Major 7th moves the camera back
Here is are some completed photos.
Procedural City Generation (1-2)
-Randomly find road placements
-If there's no road, create a building with a random height and give the building a parent block
-Randomly select a number of parent blocks (greater than half of the parent blocks) to generate buildings on
-If a parent block is not selected for building rendering, add the block for plant rendering
-Render all buildings, roads, and plants on appropriate blocks.
L-System Tree Generation (3)
Particle Effect (2)
-Rain
-Swarm
PureData Audio Control (2 as per Professor Shultze)
-minor 3rd rotates the camera to the left
-Major 3rd rotates the camera to the right
-Perfect 5th moves the camera forward
-Major 7th moves the camera back
Here is are some completed photos.
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| Swarm and PD Patch |
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| Swarm |
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| Rain |
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| L-System Trees |
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| City Model 1 |
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| City Model 2 |
Sunday, December 8, 2013
Robert Ford says "The more I see the less I know, the more I like to let it go - hey oh, woah... "
Progress has steadily moved forward on the Rob Ford Project.
From G:
"City structure generation has been completed and is based on a procedural system. City starts by generating roads each time the program is run, and creates blocks from the empty spaces between the roads. The blocks may currently contain textured buildings (completed) or have spaces for plants."
From L:
"A wrapper has been written for PD which allows PD to communicate with the Rob Ford Project. A system for controlling the simulation based on MIDI events is in progress, and collision detection for the swam has begun."
From R:
"A grammar for the L-System has been programmed, as well as a generation algorithm for strings to generate random trees from primitives using the a scene graph. All that remains is to actually build the trees based on the string."
From G:
"City structure generation has been completed and is based on a procedural system. City starts by generating roads each time the program is run, and creates blocks from the empty spaces between the roads. The blocks may currently contain textured buildings (completed) or have spaces for plants."
From L:
"A wrapper has been written for PD which allows PD to communicate with the Rob Ford Project. A system for controlling the simulation based on MIDI events is in progress, and collision detection for the swam has begun."
From R:
"A grammar for the L-System has been programmed, as well as a generation algorithm for strings to generate random trees from primitives using the a scene graph. All that remains is to actually build the trees based on the string."
We have completed work on the procedural modeled city and our rules are as follows.
-Randomly select and draw roads on the grid.
-If there is not a road, assign a each grid square a building and a block
-Randomly select blocks to be rendered as buildings, others will be rendered as "parks" using L-System generated plants
As you can see, we have also textured our roads and buildings, simply, yet effectively.
What we have left to do is complete the L-System plant generation, the particle swarm, the Pure Data audio control with camera movement.
-Randomly select and draw roads on the grid.
-If there is not a road, assign a each grid square a building and a block
-Randomly select blocks to be rendered as buildings, others will be rendered as "parks" using L-System generated plants
As you can see, we have also textured our roads and buildings, simply, yet effectively.
What we have left to do is complete the L-System plant generation, the particle swarm, the Pure Data audio control with camera movement.
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| View point of user (always starts on a road) |
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| Random city layout |
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