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Spaceship Generator

github.com

31–40 of 132 posts

Re: Spaceship Generator

#31
post #2

Very cute, although the ships look samish (would probably be interesting to start with different base templates etc. Still, it's only a few steps away from "random British 1970s SF book cover".

Do you have a link to the book cover generator? Or is that a metaphor?

I think he might have meant Chris Foss:

http://www.chrisfossart.com

I grew up imagining these spaceships becoming reality, and now .. they sort of are .. at least, I can bend and play with spaceships just like them now, albeit .. in Blender .. ;)

Re: Spaceship Generator

#32

> Start with a box. And end with some boxes stuck together.

This is a pretty standard 3D modelling strategy, unsurprisingly, called "box modelling". You can create an incredible amount of things with box modelling. Including, obviously, a lot of spaceships. I built several crud spaceship designs with box modelling back in school. The main key advantage, is all of your 'parts' are built off of a single object in the editor, and aligned perfectly.

The other thing though, you can do to a box modelled project, is round all the edges to varying degrees, and end up with something looking much more fluid and amorphous. However, I suspect the results would be far more unpredictable if he through something like that into this script, so it'd be difficult to go there procedurally.

Re: Spaceship Generator

#35

Earlier quoted context omitted.

> I don't really like most procedural generation. The demo scene has some mind-blowing stuff.

Demoscene is awesome but I see one off generation as a type of compression. What I have in mind is games where procedurally generated families of things are supposed to be interesting and worth exploring and discovering. I find those underwhelming.

Check out No Man's Sky: https://www.youtube.com/watch?v=D-uMFHoF8VA&feature=youtu.be...

An entire galaxy of planets, fauna and creatures (including shape, coloring and even voices) is procedurally generated!

Re: Spaceship Generator

#37

Earlier quoted context omitted.

You are severely underestimating the effort good procedural content takes.

And perhaps you are severley underestimating the effort large-scale world assets take to create. I agree that doing procedural generation properly takes a lot of work, but there's a reason that AAA open-world games like GTAV cost hunderends of millions of dollars to develop.

I don't think No Man's Sky will show a significantly better RoI, in the long run. Star Citizen is certainly racking up the bills.

We could even argue that AAA game studios using hand-modeled art assets instead of procedurally generated content is proof that hand-modelling is the "cheaper" route. Though most AAA game studios are using a hybrid approach and have some form of procedurally generated content in their pipeline, whether it's to create quests or to create the baseline environment on top of which bespoke content is added.

Projects are hard. Full stop.

Re: Spaceship Generator

#38

I love that the ships look more like "skyscrapers in space" then airplane like spaceships we usually see in tv shows/movies. This is most likely (according to multiple hard scifi authors) a much more realistic depiction of how spaceships are going to look like. Example given: The Expanse - "Flip and Burn" https://www.youtube.com/watch?v=X4EiW1bHwsQ

Excellent show, and an even better series of hard sci-fi books to back it. I've never read a sci-fi book/series that depicts realistic high-g travel before The Expanse.

Re: Spaceship Generator

#39
post #6

I saw the headline and initially assumed it would be some droll Game of Life invention. Then I thought, no, maybe its some automatic sci-fi art generation script. And I was rewarded! Procedural generation like this is quite possibly key to the future of indie games- if you don't have the team to design large sets of art assets, its important to be able to put something pretty out there using your own wit. (A good exa…

You are severely underestimating the effort good procedural content takes.

Well, for now, yes- but things like this tend to get easier as new techniques are perfected and more powerful tools are developed, whereas building a thousand art assets by hand will remain time-consuming indefinitely.

Re: Spaceship Generator

#40

Earlier quoted context omitted.

> I don't really like most procedural generation. The demo scene has some mind-blowing stuff.

Demoscene is awesome but I see one off generation as a type of compression. What I have in mind is games where procedurally generated families of things are supposed to be interesting and worth exploring and discovering. I find those underwhelming.

The point of procedural generation is to have designs that are not designed by a designer so they can surprise us in unusual ways.
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