FlightGear Newsletter April 2012: Difference between revisions

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=== Random Buildings ===
=== Random Buildings ===
In an effort to improve the scenery in cities, towns and villages with minimal impact to framerate, Stuart has been working on automatically generated "random buildings", building on the work that he and Tim Moore did on random vegetation a couple of years ago.  The idea is to have FG itself generate buildings with randomized size, shape and texture in an efficient manner to minimize frame-rate impact.  This is now available in git.
In an effort to improve the scenery in cities, towns and villages with minimal impact to framerate, Stuart has been working on automatically generated "random buildings".  The idea is to have FG itself generate buildings with randomized size, shape and texture in a very efficient manner, and builds on the work that he and Tim Moore did on random vegetation a couple of years ago.  This is now available in git.


The building generation is configurable through materials.xml, and documented in Docs/README.materials.  It is designed to be flexible enough that we can have different types of cities in Europe compared with the USA, or Africa.  The current texture used for the buildings is a proof of concept, and rather limited by Stuart's artistic abilities.  If anyone is interested in creating a better texture, please get in touch with Stuart on the mailing list or forums.
Building generation is configurable through materials.xml, and documented in Docs/README.materials.  It is designed to be flexible enough that we can have different types of cities in Europe compared with the USA, or Africa.  The current texture used for the buildings is a proof of concept, and rather limited by Stuart's artistic abilities.  If anyone is interested in creating a better texture, please get in touch with Stuart on the mailing list or forums.


[[File:Random buildings in San Francisco.jpg|thumb|Random buildings in SF]]
[[File:Random buildings in San Francisco.jpg|thumb|Random buildings in SF]]