Infinite Fun Space
On-the-fly procedurally generated interactive worlds
The worlds in the snapshots on this page were all procedurally
generated in real time using OpenGL on an 800MHz PC with a GeForce3
graphics card running Linux. Other than the tree bitmaps, none of
the data is pre-generated -- the land heights and object placements
are all created on the fly as the camera moves about the world.
Objects are created and removed when they are only a few pixels in
size.
In most of these snapshots, the camera is around two meters above
the ground. The visible horizon is 100 kilometers away and extends
as needed as the camera moves. The world is a square, in theory
more than 4 million kilometers on a side with 1 meter resolution,
though in practice, this implementation is limited by floating point
precision to approximately a 1,000 km radius about the starting
position.
This application also contains a discrete event
physics simulator which will eventually be tied into the
animation of objects in the landscape.
My dissertation can be downloaded here.
May 8, 2002
Apr. 25, 2002
Mar. 19, 2002 -- a mountain-top view
Mar. 4, 2002 -- a more dramatic sky
Feb. 18, 2002
Feb. 16, 2002
Feb. 15, 2002
Feb. 11, 2002 -- noise-based clouds in the sky
Jan. 8, 2002 -- when texture maps go bad
Jan. 3, 2002
older images
back to my home page
Steven C. Dollins
Last modified: Wed May 8 17:34:24 EDT 2002