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59 Comments
- AladinSane, on 05/15/2009, -4/+61*****. That city evolved naturally. I'm tired of you people and your superstitious belief in an "Imaginary Friend at a Computer" who "codes" things.
- Tumblyweed, on 05/14/2009, -3/+41"Step 32: With the human race now properly sedated insert them into energy harvesting pods and begin powering the machines with them. Step 33: Insert them into the city so they remain complacent, unaware of their new application in the real world"
And watch out for Zion, dog.
Totally awesome! - ArthurSucks, on 05/14/2009, -0/+19It's simple yet visually stunning. I like.
- thewade, on 05/15/2009, -2/+18http://code.google.com/p/pixelcity/downloads/list
- JakeBC, on 05/15/2009, -1/+14I would love to have that as a screensaver!
- shadowmanjack, on 05/15/2009, -0/+11If you think that's cool, check out the CityEngine:
http://www.procedural.com/cityengine/movies.html
Procedurally generated buildings based on primitive 3D objects with realistic street layouts and even flying cars! - cawfee, on 05/15/2009, -1/+10This reminds me of a simplified example of what Introversion are doing with Subversion.
Read more here:
http://www.introversion.co.uk/subversion/ - Llanowar, on 05/15/2009, -1/+8Very nice. This should be worked on more to make the cities less "perfect".Now the buildings are randomly generated but it will still look about the same each time because of those blocks.
Would be cool to see bigger blocks between them, and some with other stuff than big buildings, maybe some construction sites, some halfway abandoned buldings, schools, parks, etc. Now it's all too perfectly organized, like the whole city was planned from the start. - TheClassic, on 05/15/2009, -0/+6Subversion is a bad name... I thought it meant they were using the source control software called Subversion, possibly using submitted code to seed random data generation or using genetic algorithms or something
- brianbb98, on 05/15/2009, -1/+6Sim City 5 where are you? :(
- inactive, on 05/15/2009, -0/+5What you mean is, should cut down landscape design, not rendering. Also, it'd be terrible for the Spiderman games. You need a very distinctive landscape with specific landmarks to find your way around. Spiderman 2 got this right by using a lot of real-world buildings in New York. The other ones used real-world landmarks, too, but I felt they suffered from having too many generic buildings which made navigation incredibly difficult.
- IsraGeek, on 05/15/2009, -1/+5Young is quite talented. The city is very impressive.
- marciot, on 05/16/2009, -0/+4
The "debris" demo from the group theprodukkt also features a procedurally generated city, and it's downright impressive for a file that is only 176Kb:
http://www.theprodukkt.com/debris
More information on the group from wikipedia:
http://en.wikipedia.org/wiki/Kkrieger - NathanielJ, on 05/15/2009, -1/+5@Linkin4 - For one thing, the creator of this city still had to design each building by hand. For another thing, companies ALREADY use software like this to design landscapes/cities (Bethesda used software to auto-generate the terrain in Oblivion, for example, and then they just tweaked it).
But for one final thing, design times have nothing to do with rendering times, so what on earth are you replying to me for? - NathanielJ, on 05/15/2009, -2/+5How would this cut landscape rendering costs at all? Whether the buildings are placed randomly or deterministically has no effect whatsoever on that.
- Fabbyfubz, on 05/15/2009, -0/+3Step 2 is suppose to be question mark, not ellipses???
- NeoTechni, on 05/16/2009, -0/+3Its crotch and football.
- xxNIRVANAxx, on 05/16/2009, -0/+3then download it at google code?
http://code.google.com/p/pixelcity/downloads/list - andrewceturner, on 05/15/2009, -0/+3Screensaver it up! Great work!
- viziontx, on 05/14/2009, -0/+3reminds me of those old pixel ads
- megaton, on 05/15/2009, -1/+4In pixel jails sucking pixel dick.
- zaffir, on 05/15/2009, -0/+3Dugg for clear explanation of a complex, fascinating subject.
Makes me feel like my terrain generation algorithm work is child's play (and it is). - SirBruce, on 05/15/2009, -1/+3Nice, but it doesn't have any megaskyscrapers.
- gheide, on 05/16/2009, -0/+2Nice work...
- thibaud, on 05/15/2009, -0/+2http://www.youtube.com/watch?v=c8pBThXZt44&fmt ...
- LilRabbitFooFoo, on 05/15/2009, -1/+3They've been doing this sort of thing in the VFX world for a decade (i.e. THE FIFTH ELEMENT). It's a shame they haven't been able to release these programs publicly.
- nickrct, on 05/15/2009, -4/+5I can see some definite uses in game design here....should cut the costs for landscape rendering by quite a bit (like in the Spideman series)
- brandoneggar, on 05/15/2009, -0/+1That was incredible! Makes a big problem seem easy by breaking up into little problems.
- Myztry, on 05/16/2009, -2/+3What does he mean he doesn't know how to classify it. It's clearly a demo (as in demo/intro scene)
All the cracking scene groups released demos/intros with demonstrations of amazing effects that could be done quickly by (then limited) computers. Some were more like movies or visual symphonies than merely technical demonstrations.
It's nice what he has done but he's obviously born too late in the computing era. The demo scene died out essentially because the challenge of limits became replaced by inconsistent computing where the graphics card determined whether the demo was lame or fantastic. - inactive, on 05/16/2009, -0/+1Damn, this thing takes some horsepower. My dual core laptop just ***** itself.
- pixelguru, on 05/15/2009, -1/+2Didn't see any one-way streets or traffic lights, and the cars were actually moving, so I'd say it's more of an ideal city utopia than a realistic illustration ;-)
- kevro, on 05/15/2009, -0/+1What's the life span on a new high rise office building? I can't find any information on it.
- wthulhu, on 08/29/2009, -0/+1Something like this rigged to render playback of a SimCity game would be pretty cool.
It all kind of reminded me how much I loved SCURK for making maps to use on SimCopter and Streets of Sim City. Good times. - gatorfree, on 05/15/2009, -3/+4Where are the pixel hookers?
- onimusha115, on 05/16/2009, -0/+1It would be cool to see this used in video games for online play, have each game start in a randomly generated city. It will be cool if he can have it do more than just make a standard grid, like ad curved roads on the city outskirts.
- merreborn, on 05/15/2009, -1/+2Their screenshots feature a lot more variation than displayed in TFA, resulting in a much more realistic, interesting 'city'
- moebis, on 05/16/2009, -0/+1I had forgotten about the "demo scene" ...remember fairlight? amiga?
- unabsolute, on 05/16/2009, -0/+1it's the matrix
- sageerrant, on 05/16/2009, -0/+1Needs traffic lights.
Then it will be perfect. - fragomatik, on 05/16/2009, -0/+1Beautiful result, and a very interesting read. Gives a great insight into the left-brain/right-brain creative process for making algorithmic "art". Many thanks to the author Shamus Young!
- LordSturm, on 05/17/2009, -0/+1Subversion by Introversion anyone? Youtube it.
- GlassAgate, on 05/16/2009, -0/+1I could see that used for CG cutscenes in a game.
Such as this: the players are in a helicopter,
flying over the city. Something like that. - sukimashita, on 05/16/2009, -0/+1Linux Port: http://github.com/BryanKadzban/pixelcity/
- inactive, on 05/16/2009, -0/+1That is a great way to break down and automate what artists try to learn when they draw cityscapes.
Bravo - quantumstatejim, on 05/16/2009, -0/+1@NathanielJ The creator of this did not have to design every building by hand. The entire point of why this is special is that he made a few rules about what buildings should look like then the computer randomly generates buildings based on that design. He used 3 different building types.
- Kashey, on 05/16/2009, -0/+1There are a lot of good urbanistic sci-fi novels where city was the first and then men came!
- Kenelm, on 05/16/2009, -0/+1Not everyone is a coder.
- termerjur, on 05/15/2009, -4/+4Kinda cool I guess. Doesn't quite seem unique though. My mind has been boggled driving through plenty of simulated cities over the years. Dugg anyway.
Oh yeah - anyone remember Second Life? - decx, on 05/15/2009, -2/+2Man Getting Hit in Balls with Baseball
- Linkin4, on 05/15/2009, -4/+4Are you retarded? Having to design and place every single building by hand takes time and human resources, having a computer do most of the work for you obviously reduces costs
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