Procedural world tech
This page is a very lightly curated list of resource I’m keeping for myself while researching procedural world generation tech. I’m keeping links here but I’m not commenting (at least not yet) on whether or not they look good, feasible or just plain goofy.
An paper on on clothoid road curve generation with some good reference numbers.
http://hpcg.purdue.edu/bbenes/papers/Smelik14CGF.pdf survey of the ‘state of the art’
http://hpcg.purdue.edu/?page=publication&id=170 (hydrography based terrain gen)
http://www.youtube.com/watch?v=GJWuVwZO98s (grid & layer system for infinite generation)
http://www.youtube.com/watch?v=RAtdFKiqs34#t=143 (procedural rule expansion based on voronoi of a plane created with distorted hex grid)
http://www.youtube.com/watch?v=FR9xI0GgrBY (by the guys who made Prison Architect!)
http://www.graphics.rwth-aachen.de/media/papers/krecklau_generalized_grammar_071.pdf
http://www.world-machine.com/download.php?page=basic is a pretty slick node-based procedural terrain generator. No scatter/foliage etc, but generates very nice heightmaps with neat erosion filters.
http://procworld.blogspot.com
http://www.joesfer.com/?p=22 An interesting discussion of procedural weathering. The particle paint feature in Substance Painter has been really cool, this is in a similar vein
.
Not tried yet:
http://www.geocontrol2.com/e_index.htm
http://www.daylongraphics.com/