SpeedRock
Isaac M. Dart, Gabriele De Rossi, Julian Togelius · 2011
We present an approach to procedurally generating diverse and believable rocks for usage in games and virtual worlds. The basic idea is to evolve rulesets for three-dimensional L-systems. The fitness calculation involves expanding these rulesets a number of times, collapsing the resulting structure and evaluating how well the collapsed structure conforms to a user-specified shape. Texture is then applied through ray-casting from a sphere around the evolved "skeleton". The result is a lightweight, stand-alone tool for rock generation capable of exporting assets to mainstream modelling programs.