Graphical applications of L-systems
Proceedings on Graphics Interface '86/Vision Interface '86
On Genetic Algorithms and Lindenmayer Systems
PPSN V Proceedings of the 5th International Conference on Parallel Problem Solving from Nature
Search-based procedural content generation
EvoApplicatons'10 Proceedings of the 2010 international conference on Applications of Evolutionary Computation - Volume Part I
PCG-based game design: creating Endless Web
Proceedings of the International Conference on the Foundations of Digital Games
Sentient world: human-based procedural cartography
EvoMUSART'13 Proceedings of the Second international conference on Evolutionary and Biologically Inspired Music, Sound, Art and Design
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We present an approach to procedurally generating diverse and believable rocks for usage in games and virtual worlds. The basic idea is to evolve rulesets for three-dimensional L-systems. The fitness calculation involves expanding these rulesets a number of times, collapsing the resulting structure and evaluating how well the collapsed structure conforms to a user-specified shape. Texture is then applied through ray-casting from a sphere around the evolved "skeleton". The result is a lightweight, stand-alone tool for rock generation capable of exporting assets to mainstream modelling programs.