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TIGSource ForumsDeveloperTechnical (Moderator: ThemsAllTook)Procedural generation of roofs
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Author Topic: Procedural generation of roofs  (Read 1093 times)
nikki
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« on: January 07, 2010, 01:28:04 PM »

Hello again,

I've learned alot by asking about procedural techniques (see other posts)
But now I've found the hardest of all !

The procedural generation of roofs , anybody out there that has some experience in them ?
I'd love to hear.

ps I've found  this article on this forum, and offcourse i've looked at Vterrains category on roofs, but a more simpler way of looking at it would be highly appreciated.

edit: this paper appears a few times, seems the Straight Skeleton and the medial axis are the algorithms I should look into , right ? WTF

edit2: The inward offsetting of a polygon is the base of the problem i am thinking now.


« Last Edit: January 08, 2010, 04:27:45 AM by nikki » Logged
nikki
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« Reply #1 on: January 20, 2010, 01:01:16 PM »

[bump]

Hello again , two weeks since my initial problem!

I've learned alot about complex polygons, inwards offsetting and the straight skeleton.
Whilst implemeting it became much too hard for me.
I threw it all out the door, and instead used a type of 3d tiles.
while i was working on the 3d tiles the amount of possibilities (and tiles i had to pre-draw) became to much.
Again I threw it all out !

Finally I've decided on a method where i create the tiles at runtime (build up from the different visible sides) It does get a little complex, but that's life for ya.

I am glad i can move on again!

The almost end-result looks like this :


and more info and frustration can be found at my devlog


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