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Outerra Tech Demo download. Help with graphics driver issues

Author Topic: Question about buildings.  (Read 3036 times)

Avi

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Question about buildings.
« on: December 14, 2015, 08:16:54 am »

It has been stated that when OSM functionality will be incorporated into Outerra then it will handle building placement too in addition to the other vector things like roads and lakes and so on. So just curious to know if the variety of buildings will be made by the devs themselves or we will need to bring in our own models freely downloaded or purchased from other 3d model sites? Or will there be a procedural building generator?
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cameni

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Re: Question about buildings.
« Reply #1 on: December 16, 2015, 11:50:42 am »

It will probably have several stages, starting with the basic building data storing the footprint shapes and heights. This will be used to render lots of buildings in distance in the most efficient way, a LOD zero. Then there will be a component that instantiates buildings when you get closer, trying to find the best fit for given shape from the provided object collection.

A separate path would be a procedural building generator doing the same - taking the shape data and type hints and rendering a procedurally fitting representation, that can go further than the models - adding more detail as needed, possibly including interiors etc.
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PytonPago

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Re: Question about buildings.
« Reply #2 on: December 16, 2015, 01:59:36 pm »

adding more detail as needed, possibly including interiors etc.

 ... that would be interesting. If a interior stuff section would be done, where people would import object for interrior use that the generator would use, it could be a quite amazing thing.
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We are still undeveloped as long as we don´t realize, that all our science is still descriptive, and than beyond that description lies a whole new world we just haven´t even started to fully understand.

zombie00

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Re: Question about buildings.
« Reply #3 on: December 18, 2015, 01:25:20 pm »

It will probably have several stages, starting with the basic building data storing the footprint shapes and heights. This will be used to render lots of buildings in distance in the most efficient way, a LOD zero. Then there will be a component that instantiates buildings when you get closer, trying to find the best fit for given shape from the provided object collection.

A separate path would be a procedural building generator doing the same - taking the shape data and type hints and rendering a procedurally fitting representation, that can go further than the models - adding more detail as needed, possibly including interiors etc.

MMMNNNNGGGHH!
That would be orgasmic. I'm still looking forward to procedurally generated trees though, but having buildings with interiors would be beyond awesome.
There might be some other projects aiming to do something similar to Outerra, but this kind of stuff is what could set you apart from the rest.
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