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High-Detail Voxel-based Procedural World Generation (VoxelFarm Tech. Interview)
Alex J. Champandard on February 12, 2013
Look into the procedural landscape technology that powers Sony's upcoming Everquest Next. In this interview with Miguel Cepero, you'll find out what it takes to generate entire believable worlds, from the terrain to vegetation and even buildings. In particular, you'll see how simulation can help increase the quality of trees and forests, and why voxel representations help overall.
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