So I started by devising a framework that could support the amount of detail I felt was necessary. Geometric detail could go as fine as one 10 centimeters (~4 inches), and the texturing maybe a few texels per square centimeter. The texturing of the world would be unique, meaning that each texture pixel would be mapped exclusively to one place in the world's geometry.





Considering the world size, this would translate into a few Terabytes of geometry and textures. Soon it became evident that I would need to stream the world's representation to the viewers as they moved. The sheer size of the world data made it prohibitive to pack it as a one-time download.



All these requirements shaped the solution I chose. In my next post I will introduce the basic building block that made all possible.













This blog will document my attempts in creating a fully procedural world. It is a hobby, so there is no promise that any of this will be ever released.If you are into computer graphics, massive online games, digital botany and architecture, voxels and parallel computing, you may want to stick around and check for updates.This is a screen capture of the progress I have made so far:It is still far from where I want to be, but I'm happy with the results seen here. You can find more videos on my YouTube Channel page: http://www.youtube.com/user/MCeperoG A few years ago I started wondering how far you can go into creating a fully procedural world. This is a recurrent idea. It has been implemented with some success many times before. Still, I was not satisfied with what I could find. The procedural worlds out there seemed too repetitive, and their generation patterns soon became evident.The real world itself is full of ever-repeating patterns, but in this case we take them as natural. I had the feeling that maybe the techniques were right, that the problem was just the degree to which they were applied. As it appeared, it would take many layers of complex patterns to make a single believable world. The current implementations were not rich enough to trick the eye.My goal was to create a rather large virtual environment, around 100 square kilometers, and allow people to connect and explore it over the Internet. Maybe play a game on it. It would cover not only different types of terrain, but also vegetation and architecture. And I wanted all that generated with a minimum of artistic input, but still be visually appealing.