Procedural World Generation of Ubisoft’s Far Cry 5 | Etienne Carrier | Houdini HIVE Utrecht
What it is
Ubisoft procedural technical artist Etienne Carrier explains the Houdini-based tools used to build Far Cry 5's roughly 100 square km open world. It covers generating biomes, texturing terrain, freshwater networks, cliff rocks and vegetation placement.
Why Hacker News recommends it
HN points people to it as a rare, concrete look at how a AAA studio uses procedural tools to fill huge worlds with natural-looking environments.
- 3 people recommended it
- 3 different months
- 0 strong recommendations
- first 2019, last 2022
What HN commenters said
“awesome talks about modern procedural generation techniques”
Procedural world generation for Far Cry 5.
rayalez, 2019-06 · Recommendation · in “Procedural content generation: creating a universe (2015)”
“You may enjoy this talk, the devs for Far Cry 5 procedurally generated quite a lot of their world”
How Far Cry 5 procedurally placed vegetation by terrain rules.
fenwick67, 2019-10 · Recommendation · in “The Grove 8 – Growing Trees in Blender”
“There is an interesting talk from Ubisoft which talks about how they leverage tools for building their large worlds”
How Ubisoft leverages tools to build large worlds.
boarnoah, 2022-02 · Recommendation · in “GTA 6 Confirmed”
Excerpts from Hacker News comments, linked to the originals. Summaries and labels were written by a language model from those comments.
Topics: houdini, far cry 5, procedural generation, terrain, game development
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