I don't really like most procedural generation. It has no meaning and the results are not intellectually stimulating. At best you can't spot the pattern and parameters but you usually can after a few examples. An idea I am more interested in is that you generate requirements and use an optimiser to solve the actual design. This way, there is a hidden "why". With some study, a human might be able to discern why x is s…
Spaceship Generator
41–50 of 132 posts
Re: Spaceship Generator
#42Oh wow - I can procedurally generate 3D models ?!!! Blender tutorial needed :-)
Re: Spaceship Generator
#43There is an error in script. seed = 'tweer' obj = generate_spaceship(seed) Python can't redefine functions as variables. Seed is a function.
i'm not the author but i frequently code in python and am unable to understand what you're saying from that snipped of code. 1. you can overwrite everything in python 2. seed has been set to a string 3. obj uses the value of previously set 'seed' variable, which should be a string at that point. its not a good idea, like overwriting the id variable, but it should work... and just in case somebody wonders: its still p…
>>> from random import seed
>>> seed(10)
>>> seed
>
>>> seed = 50
>>> seed
50
>>> from random import seed
>>> seed
>
(You can't get it as __builtins__.seed because it's not a builtin, but you can re-import it from random to get it back.)Re: Spaceship Generator
#44I don't really like most procedural generation. It has no meaning and the results are not intellectually stimulating. At best you can't spot the pattern and parameters but you usually can after a few examples. An idea I am more interested in is that you generate requirements and use an optimiser to solve the actual design. This way, there is a hidden "why". With some study, a human might be able to discern why x is s…
Basically, you're arguing for stronger creation tools for a narrow domain.
The spore creature creator seems to be an example. It was awesome for the variety and I wish that portion of the game could have been taken up more my the industry as a content creation tool for devs.
At the same time, models in spore look pretty same-y - as is the problem with all procedural content.
Still, same-iness is not always a bad thing.
Re: Spaceship Generator
#45Earlier 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.
The problem is that to create N pieces of satisfyingly unique procedurally generated content, you need M pieces of content that were carefully designed within additional restrictions to make them combineable in various fashions - making them harder to create. Then you add code to glue that all together. If you think M=0, that just means you've hardcoded your content in code.
When N >> M - e.g. you're generating thousands of similar-yet-distinct roguelike levels, trees, etc. - procedural generation can pay off.
But even for large-scale world assets, it's frequently the case that N < M. Making the content non-procedurally is going to be cheaper - fewer limitations to worry about, and fewer pieces of content to actually generate. A few clever tricks - rotating, retexturing, tweaking a base model, etc. - let you make a lot of non-procedural content without creating each piece from scatch, and lets you stretch that content to appear like you have more variations than you actually do.
Re: Spaceship Generator
#46I 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…
Re: Spaceship Generator
#47I don't really like most procedural generation. It has no meaning and the results are not intellectually stimulating. At best you can't spot the pattern and parameters but you usually can after a few examples. An idea I am more interested in is that you generate requirements and use an optimiser to solve the actual design. This way, there is a hidden "why". With some study, a human might be able to discern why x is s…
Re: Spaceship Generator
#48Re: Spaceship Generator
#49> 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 ca…
Re: Spaceship Generator
#50Earlier quoted context omitted.
But it does scale better, doesn't it? Seems that would be the case if more tools and libraries like this one were open-sourced.
Not really. The problem with procedurally generated content is making interesting iterations. Sure, you can have a million space ships just as easy as one, but will anyone care about them? It is a different sort of work, but of equal effort, to "just" modeling the content.
Interesting procedural generation may require strong AI, because it must model how it is interpreted by us.