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Join us on a mindbending trip to a world that no man has ever seen before. Discover truth and beauty in a place that follows its own rules and live an alien existence full of meaning and surprises. You are NOWHERE. You are NOW HERE. Still in early alpha stage, NOWHERE aims to be a holistic first person experience set within a mystic cosmos, focusing on emergent player-driven storytelling, strong social AI and high replayability through the use of procedural content, combining gameplay elements of exploration, survival, strategy, communication and adventure.Our story arc aims to explore human topics such as family, science, religion, politics, culture and history as well as shed light on existential themes such as fate, choice and free will, seen through the unfamiliar lens of individuals in a post humanist, post singularian alien society.

Report RSS NOWHERE Progress Report: Procedural Procedures!

Four weeks have passed, and still no new NOWHERE alpha in sight. What's happening? Time to give you all a little heads up.

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The colony as it looks at the moment was already cool enough to make a few jaws drop, but we're not happy. The game's world is supposed to be a rich diverse place, yet with a kind of homogeneous look but featuring a lot of distinct landmarks; as if that wasn't enough, each new play-through is supposed to throw the dices anew and generate a whole different look for the world. The colony will look a little different to each player.

In the first two weeks I worked on a base implementation for easily generating 2-manifold meshes based on Fabian Giesen's excellent implementation guide on the subject, adding support for splitting vertices and faces, subdivision and texture mapping. In the rest of the time I worked on a generator for hexagonal greeble patterns to skin meshes with interesting surfaces. It's very early stuff, and more is about to come in the following months.

I believe a few screenshots in chronological order will explain our progress best.

It all starts with a quad


Splitting faces is one of the two elemental operators to increase mesh complexity.


Testing extrusion, which is built from the split vertex/face operators.


Added code for various base primitives, here's a cone.
How awesome is that? Not much. Moving on.


It took a long time to get this right: meshes with holes.


A repeated sequence of face extrude & transform can yield pretty organic structures.


Catmull-Clark subdivision surfaces with support for creasing / semi-hard edges.
I think we're done here.


Just one of many failed attempts to somehow get a grip on a workable pattern technique.
Terrible.


This was one of the earliest hexagonal patterns we did, manually, a year ago.
Why not do this procedurally?


Eroded RLE noise with an axonometric projection,
with islands identified and colored by flood-fill algorithm. Piece of cake.
A bright spot kept whooshing by the window several times while I worked on this.
I'm not fully sure but I believe it was the sun.


Another generated pattern, this time with a more appropriate color scheme.


This is what a generated texture tile looks like.


Testing one of the generated textures on a fitting object using Blender/Cycles.
The procedural technique used here is
based on repeatedly simulating
a round of Nibbles/Snake, by the way.


Time to put it in the game. A first generated mesh looks pretty good! And yet still so much to do...


Hope that was as interesting for you as it was for me. Expect a new alpha build appearing in your account soon! Watch the skies!

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