Procedural World

procworld.blogspot.com · Personal blog · on HN since 2011

Procedural World is the blog of the Voxel Farm developers, covering voxel engines, procedural generation, and the tech used in Everquest Next.

What HN saysHN commenters recommend it for technical write-ups on voxel engines and procedural worlds, citing it alongside Atomontage and No Man's Sky discussions.
21HN people shared it
12linked it in comments
10stories submitted
31story points
7 years agolast shared
2011people per year2026

Most-shared posts

  1. 1
    Homepage
    6 people · first shared 2013
  2. 2
    Procedural World: Space Colonization
    2 people · 2 points · first shared 2014 · discussion on HN
  3. 3
    Homepage
    2 people · first shared 2014
  4. 4
  5. 5
    A trip to the Voxel Farm
    1 people · 2 points · first shared 2012 · discussion on HN
  6. 6
    The voxel technology behind Everquest Next
    1 people · 2 points · first shared 2013 · discussion on HN
  7. 7
    Your Euclideon Yearly Fix
    1 people · 2 points · first shared 2014 · discussion on HN
  8. 8
    Voxel Physics
    1 people · 2 points · first shared 2013 · discussion on HN
  9. 9
    Real men don't draw buildings, they write them
    1 people · 1 points · first shared 2012 · 1 comments on HN
  10. 10
    Introducing Voxel Studio
    1 people · 1 points · first shared 2012 · discussion on HN
  11. 11
    Get Voxel Farm
    1 people · 1 points · first shared 2015 · discussion on HN
  12. 12
    Introduction to Wang Tiles
    1 people · 1 points · first shared 2019 · discussion on HN
  13. 13
    Screenshots of building scopes
    1 people · first shared 2015
  14. 14
    Opencl first iteration
    1 people · first shared 2014
  15. 15
    Videos of caves and buildings
    1 people · first shared 2013

What HN people wrote when they linked it

baggers · 2014-03-29
If you are into this kind of stuff do check out the following if you haven't already: http://procworld.blogspot.no/ http://www.atomontage.com/
ramidarigaz · 2013-12-09
I don't know what tech No Man's Sky is using, but Voxel Farm[0] does something very similar (it's being used in Everquest Next and StarForge among other things). However, instead of marching cubes it uses dual contouring which produces nicer results. Also, it was made by one guy. His blog is amazing: http://procworld.blogspot.com/ [0]http://voxelfarm.com/vfweb/index.html
Yoms · 2013-09-10
Great work, wonderful to see voxel engines becoming more popular and feasible. Also check out http://procworld.blogspot.ca/ great technical write-ups on the engine chosen by Sony for EQ2.
tigeba · 2014-07-23
You may want to check out Everquest Next. I think it would be fair to say that EQN is very close to a completely voxelized environment and at least mostly procedural. There is a great deal of curated content as well, but it seems like they are working on sourcing lots of that from players. The voxelized environment in EQN is based on Miguel Cepero's work. I believe they in fact hired him. I have been reading his blog for a long time and you can get a pretty good idea of the techniques that are being used. http://procworld.blogspot.com/ A couple of quick hints to get you going in the right direction is that there are ( I believe ) a couple of generalized tricks involved to pull this off well. The first is using the 'correct' method to tesselate your voxel geometry. Minecraft literally uses cubes and you are familiar with the result. Another 'classic' method is the application of marching cubes/tetrahedra. This gives you fairly good organic-ish shapes but suffers from the inability to render sharp edges. Everything looks blobby. I believe the method used by EQN makes use dual-contouring, or a variant, which allows you to create organic shapes and also preserve sharp edges. A second factor is the ability to use different levels of resolution or scale for your voxels situationally. This allows you to craft human-scale things like cups and swords and whatnot, with human-scale details, and still craft houses and mountains and trees, without the need for storing…
theknarf · 2017-07-25
Let's see. Often when I find something interesting on HN or Reddit I might see if the author writes other interesting posts and subscribe to their blog on Feedly. I currently have a few hundred sources that I subscribe to so it might be a bit hard for me to choose which "blogs" I'd promote. But there are some: - https://blog.codinghorror.com/ - http://www.pentadact.com/ - http://procworld.blogspot.no/ - https://moviecode.tumblr.com/ - http://hackaday.com/ - https://research.googleblog.com/ - https://gpuofthebrain.com/ - https://xkcd.com/ - http://oglaf.com/ This is an almost random selection of some of the blogs that I subscribe to.
archagon · 2016-08-16
The Procedural World blog — about the development of a complex procedural-generation-centric engine and development tool — is quite a read: http://procworld.blogspot.com
reedlaw · 2016-03-06
What you say is very true. Maybe I should have said "intermediate" tutorials. Even though the problem area is so deep and complex there have been astonishing engines produced by very small teams, such as: * http://procworld.blogspot.com/ which is a voxel-based rendering engine mostly developed by one person * http://the-witness.net/ which is a game with a custom engine developed by a small team and features many realistic effects
pests · 2015-02-16
If you like procedural generation check out [0]. His recent blog posts have been about his Minecraft-like voxel engine (currently being used for Everquest Landmark I believe) but he has a lot of great gems in his archives. Two recent articles about his language to randomly generate architecture, and two older ones about city generation: http://procworld.blogspot.com/2014/11/cantor-city.html http://procworld.blogspot.com/2014/11/life-without-debugger.html http://procworld.blogspot.com/2011/07/screenshots-of-building-scopes.h… - Builds a city over rocky terrain. http://procworld.blogspot.com/2011/07/city-lots.html The video in the second one is really cool from a programming and debugging perspective. [0] http://procworld.blogspot.com ed: Added more city-generation links.
mdf · 2014-07-09
Every once in a while, I've been reading the articles in this interesting blog[1] that covers various topics on procedural world generation. I've found that some of the articles (like, for example, this one[2] covering the creation of vegetation using space colonization instead of L-systems) are very educating. [1] http://procworld.blogspot.com/ [2] http://procworld.blogspot.com/2011/02/space-colonization.html
blaze33 · 2013-12-22
You may also enjoy reading http://procworld.blogspot.fr/ for some interesting posts about procedural terrain, vegetation and architecture generation. I found the visual results are quite impressive.
rdw · 2014-08-22
This is the basis of the Voxel Farm engine, which Miguel talks about in this early blog post: http://procworld.blogspot.com/2010/11/opencl-first-iteration.html
criley · 2013-05-28
Why do people assume that voxels and polygons don't play well together? There are voxel engines now that store world data using voxels while what the player actually sees is polygons based on that voxel data. I'm reminded of one guy's side project[1] that accomplishes exactly that. [1]http://procworld.blogspot.com/2012/12/videos-of-caves-and-buildings.ht…

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