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#horizonzerodawn#procedural-generation#gpu-placement

GPU-Based Run-Time Procedural Placement in Horizon: Zero Dawn

GDC Festival of Gaming

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  • Recommended by 2 people: 2 in engineering communities.
  • A classic. People kept recommending it from 2020 to 2024.
  • Presented by Jaap van Muijden, Guerrilla Games
  • May be out of date. Uploaded 6 years ago, in an area where tools change fast.

Advanced. Deep dive for people who know the field.

115K views6 years ago2 recommendations

Game developmentGraphics and audioUnity, Unreal and GodotRenderingGPUs, shaders and CUDA

Jaap van Muijden explains the GPU-based procedural placement system used to dynamically generate the world of Horizon: Zero Dawn.

In this 2017 GDC session, Guerrilla Games' Jaap van Muijden describes the GPU-based procedural placement system that dynamically creates the world of Horizon: Zero Dawn around the player. Register for GDC: ubm.io/341ZiaZ Join the GDC mailing list: gdconf.com/subscribe Follow GDC on Twitter: twitter.com/Official_GDC GDC talks cover a range of developmental topics including game design, programming, audio, visual arts, business management, production, online games, and much more. We post a fresh GDC video every day. Subscribe to the channel to stay on top of regular updates, and check out GDC Vault for thousands of more in-depth talks from our archives.

Why it's here

2 people recommend this

What people say. Recommended as an inspirational resource for implementing procedural terrain and vegetation placement systems in game engines.

u/jimndaba88in r/gameenginedevs • Recommends

Progress Showcase: procedural placement demo. Hi all, just a quick showcase of the a system I've been so keen on doing and that is the terrain system! In the video I demo procedural placement of grass and trees. I was inspired by the Horizon team on how they did GPU placement. At the moment I am not at all doing any GPU work as I don't fully understand it. So this is all CPU based and currently not working with textures exactly just written in a way that should be transferable to GPU later. Density map is just currently values of 1 or 0 that's the next step. Looking at rulesets and placement parameters. Resources: Main inspiration: horizon GPU placement talk Implementation by someone…

u/corysamain r/GraphicsProgramming • Recommends

GPU-Based Run-Time Procedural Placement in Horizon: Zero Dawn