Random City Generator - Bge Tutorial

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  • Опубликовано: 24 дек 2024

Комментарии • 28

  • @willyumsstudio
    @willyumsstudio 10 лет назад +5

    Would also be handy for randomly placing characters on a map!

  • @3DShe
    @3DShe 5 лет назад +2

    Awesome tutorial!

  • @IanLetarte
    @IanLetarte 10 лет назад

    I have a slight problem. Whenever i click play, the same randomness is generated every time. Any idea how to fit that?

    • @IanLetarte
      @IanLetarte 10 лет назад

      SoMuchChili's script worked nicely, though!

    • @ArisingHeroBeAHero
      @ArisingHeroBeAHero 8 лет назад

      did u use a logic brick for random number generation? r did u use a script of random generation. btw i never saw this tutorial i just listen to it while i was doing something else.

    • @FelipeMoraesMoura
      @FelipeMoraesMoura 7 лет назад

      In my case I didn't use 0 as the start of the random actuator, intead I used 1, it solved my problem.

  • @abdullahefendi2727
    @abdullahefendi2727 4 года назад +1

    I wanna keep any of this random. How can i do?

    • @JohnHamiltonNZ
      @JohnHamiltonNZ  4 года назад

      Don't know made this a while back probably would have to implement some type of save load system :D

  • @SoMuchChili
    @SoMuchChili 10 лет назад +2

    Thx for quick lessons! Im learning some scripting so I tried to make a city generator script for you.
    import bge
    import random
    def main():
    cont = bge.logic.getCurrentController()
    spawnpt = cont.owner
    scene = bge.logic.getCurrentScene()
    # draw one of the city blocks
    rndCityblock = random.randint(1, 4)
    cityBlock = scene.addObject(str(rndCityblock), spawnpt, 0)
    main()
    Just add an Always sensor for the empty object and connect it to script controller with this code.

  • @MechanicsStudents
    @MechanicsStudents 9 лет назад

    Can you do the same thing with polygons?..

  • @pixelwoodstudios8144
    @pixelwoodstudios8144 9 лет назад

    Foremost, thank you for this tutorial. It has been really helpful. Will this work if I model detailed buildings? Also would this same procedure work if I modeled cars?

  • @skycrafting78
    @skycrafting78 10 лет назад

    What if like we want to generate a terrain that looks like minecaft landscapes?

    • @cicerooo
      @cicerooo 8 лет назад

      SkyCrafting i think it would just need some bigger empty's and same size planes, or even better would be with some cubes, but any way you do it it would take you a long while. Good luck anyway

  • @Rahomikhalid
    @Rahomikhalid Год назад

    I love that city

  • @TravelpalTV
    @TravelpalTV 8 лет назад

    by this way, we could also make a randomly moving object, right?

    • @TravelpalTV
      @TravelpalTV 8 лет назад +1

      +John Hamilton yeah, it works. I set a property, like you did, and made a random from 1 to 10. if the property is 1-6, the object will always go forward, and 7-8, it will stop, by 9 turn left, and 10 turn right. thanks.

    • @3DShe
      @3DShe 5 лет назад

      @@TravelpalTV Cool thx

  • @sergeysavier
    @sergeysavier 6 лет назад

    great job John!!

  • @nickeax
    @nickeax 9 лет назад

    Thank you very much, this was a great tutorial!

  • @breddowen1801
    @breddowen1801 10 лет назад +1

    Awesome!!!!! Great respect for author

  • @ruthlessadmin
    @ruthlessadmin 7 лет назад

    I'm really annoyed that you can't make procedural geometry in the game engine....there has got to be a way around this D:

    • @orosmatthew
      @orosmatthew 7 лет назад

      statikreg there is a way to edit a mesh in game. Take a look at the python API documentation. There's a lot of cool things in there.

  • @raptecclawtooth9046
    @raptecclawtooth9046 8 лет назад

    wow this has soo many appplications!! OO

  • @grgbpm
    @grgbpm 10 лет назад

    genius

  • @Aerume
    @Aerume 9 лет назад +1

    I found DotOnTheCheek-2 × FirstArt Jerry Kuijper QWERTYVFX - THANKS FOR 1K SUBS :D Baloek Zerume

  • @AntoineVanGeyseghem
    @AntoineVanGeyseghem Год назад

    =o