Update 2 (3/6)
I have concluded that tying myself to minecraft as a display medium was a mistake. Hindsight is 20/20. Now, I'm generating my own display medium--something that I have partially finished. This, of course, means rebuilding my timeline and goals again, and further affects how I pursue generating buildings--generating my own 3-d display medium requires more time and energy than I can reasonably invest, which means I am restricted to two dimensions.
By end of quarter:
Basic in-world terrain.
Rebuild of my L-system tools. I made some mistakes while building them the first time around.
By mid-next-quarter:
First pass of buildings. Stretch goal: first pass at buildings, plus plants generated in-world.
By end of quarter:
Finished product. Simple world with buildings and plants.
I have concluded that tying myself to minecraft as a display medium was a mistake. Hindsight is 20/20. Now, I'm generating my own display medium--something that I have partially finished. This, of course, means rebuilding my timeline and goals again, and further affects how I pursue generating buildings--generating my own 3-d display medium requires more time and energy than I can reasonably invest, which means I am restricted to two dimensions.
By end of quarter:
Basic in-world terrain.
Rebuild of my L-system tools. I made some mistakes while building them the first time around.
By mid-next-quarter:
First pass of buildings. Stretch goal: first pass at buildings, plus plants generated in-world.
By end of quarter:
Finished product. Simple world with buildings and plants.
Update
So, my first pass didn't have a timeline, just a general, vague set of goals.
This is all about to change.
Hallelujah! I'm gonna add a vague timeline, along with my arbitrarily reorganized goals!!
Done:
Basic in-world terrain
End of the quarter: I would like to have buildings both displayed from MC and stochastic.
Stretch goal: have the inside of buildings navigable.
Stretch goal: have the buildings place themselves in-world such that they make sense. (not floating, not buried, etc.)
Potential things to try for next quarter:
-Multiple buildings in a "city".
-Add plants to the world.
-Improve terrain generation by changing rendered shapes
-Or something
So, my first pass didn't have a timeline, just a general, vague set of goals.
This is all about to change.
Hallelujah! I'm gonna add a vague timeline, along with my arbitrarily reorganized goals!!
Done:
Basic in-world terrain
End of the quarter: I would like to have buildings both displayed from MC and stochastic.
Stretch goal: have the inside of buildings navigable.
Stretch goal: have the buildings place themselves in-world such that they make sense. (not floating, not buried, etc.)
Potential things to try for next quarter:
-Multiple buildings in a "city".
-Add plants to the world.
-Improve terrain generation by changing rendered shapes
-Or something
L System Project
My goal at the moment is to do snazzy and unique things with L-systems.
What does this mean?
Well, my immediate reaction is to build a variety of structures using Lsystems. I'll start with simple drawings, and expand to (one, some, or all) of the following: plants, buildings, terrain structures.
Resources
I'll need a display medium of some sort. I would prefer that this medium can be adapted to three-dimensional representation. There should also be minimal overhead to implementing things. I want to spend my time working with Lsystems, not fiddling around with integration into a rendering system.
Preliminary analyses suggest one or both of the following tools:
Minecraft:
...I mod minecraft as a hobby, whenever I want to program but don't have the brainpower to do real programming. Consequently, I've developed enough additional tools to use this as a display medium without much integration overhead.
Monogame:
I've developed my own rendering system in Monogame (C#). It's by no means a full-blown 3d renderer, but my familiarity with the system could be enough to offset that inconvenience.
Research:
As I use more and more sources, I'll post them somewhere. To start, I'll be referencing this handy-dandy wikipedia article frequently.
https://en.wikipedia.org/wiki/L-system
Progression
System 0: Generate some of the fractal plants from wikipedia. Establish this as a baseline.
System 1: Shift to a stochastic system.
System 2: Generate the exterior of a structure
System 3: Generate the interior of a structure such that both theoretical structural stability and liveability are maintained.
System 4: Research and test viability of L-systems to generate artificial terrains. Potentially compare effectiveness with existing random generation techniques, such as perlin noise.
System 5: Implement system 4.
System 5: Merge systems 5 and 2.
System 6: .....?
My goal at the moment is to do snazzy and unique things with L-systems.
What does this mean?
Well, my immediate reaction is to build a variety of structures using Lsystems. I'll start with simple drawings, and expand to (one, some, or all) of the following: plants, buildings, terrain structures.
Resources
I'll need a display medium of some sort. I would prefer that this medium can be adapted to three-dimensional representation. There should also be minimal overhead to implementing things. I want to spend my time working with Lsystems, not fiddling around with integration into a rendering system.
Preliminary analyses suggest one or both of the following tools:
Minecraft:
...I mod minecraft as a hobby, whenever I want to program but don't have the brainpower to do real programming. Consequently, I've developed enough additional tools to use this as a display medium without much integration overhead.
Monogame:
I've developed my own rendering system in Monogame (C#). It's by no means a full-blown 3d renderer, but my familiarity with the system could be enough to offset that inconvenience.
Research:
As I use more and more sources, I'll post them somewhere. To start, I'll be referencing this handy-dandy wikipedia article frequently.
https://en.wikipedia.org/wiki/L-system
Progression
System 0: Generate some of the fractal plants from wikipedia. Establish this as a baseline.
System 1: Shift to a stochastic system.
System 2: Generate the exterior of a structure
System 3: Generate the interior of a structure such that both theoretical structural stability and liveability are maintained.
System 4: Research and test viability of L-systems to generate artificial terrains. Potentially compare effectiveness with existing random generation techniques, such as perlin noise.
System 5: Implement system 4.
System 5: Merge systems 5 and 2.
System 6: .....?