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Spaceship Generator

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61–70 of 132 posts

Re: Spaceship Generator

#63
I find the arguments of procedural vs artistic content somewhat humorous given that artistic content is just an attempt to create something that is a fascimile of actual natural and human generated artifacts. The natural world is by definition procedural (unless you believe in a Creator). The human artifacts have some artistry - but only in the broad strokes. Most buildings, and most details of architected buildings, follow a procedural semantic. The natural decay of human artifacts follow a procedural semantic.

I assume that in the near future of VR that few will play "AAA games" (and hence few will exist) because they won't be able to complete with free procedurally generated environments.

Re: Spaceship Generator

#64

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

Some of the designs remind me of the Earthforce ships from Babylon 5, a few of the carriers in the Wing Commander games, or some of them in Sins of a Solar Empire.

The very first picture, the first thing I thought of was the Agamemnon from Babylon 5. Some of the extreme examples remind me of Shadow ships.

Re: Spaceship Generator

#65
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…

For me, the major impact of procgen is not the effort or cost, but the translation of skillset. I can handle gigantic, difficult algorithm design problems, and still maintain engagement and happiness. If I have to do even rudimentary art or level-editing tasks for any length of time, I quickly become miserable and quit.

Although, I do also happen to believe that ultimately, procgen has much more absolute potential than hand-made content. Minecraft is only 6 years old, and imo people have barely begun to expand on the basic concept.

Re: Spaceship Generator

#66

Sadly it doesn't seem to generate UVs for the models. But using the cube projection in Blender seems to do an OK job. Add a skybox and a couple of simple particle effects in PlayCanvas. And we have some WebGL spaceships :-) https://playcanv.as/p/kZtPZpnH/

That's pretty awesome.

Re: Spaceship Generator

#67

I find the arguments of procedural vs artistic content somewhat humorous given that artistic content is just an attempt to create something that is a fascimile of actual natural and human generated artifacts. The natural world is by definition procedural (unless you believe in a Creator). The human artifacts have some artistry - but only in the broad strokes. Most buildings, and most details of architected buildings,…

I don't know why you're getting downvoted, because you're absolutely right. Most human architecture is highly procedural, with many tradesmen specializing in highly repetitive, focused tasks, that have predictable, reliable outcomes, in order to produce safe structures based on well-understood principles.

As for the VR thing, I think that will gain less traction because the idea of sleeping one's life away, strapped into goggles and headphones, is only so attractive.

Re: Spaceship Generator

#68

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

I love that the ships look more like "skyscrapers in space" then airplane like spaceships

(than!)

To be really realistic, the planes of the floors should be oriented perpendicular to the axis, or there should be a centrifuge incorporated. If ships are going to float around like ocean going ships floating on top of an invisible ocean, with all of the ship floors somehow aligned, then this is the "space is an ocean" trope.

http://tvtropes.org/pmwiki/pmwiki.php/Main/SpaceIsAnOcean

Re: Spaceship Generator

#69

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.

I agree that most procedural generation is underwhelming. Merely remixed/varied things isn't exciting. However, things that have some sort of function -- things that have evolved or have been curated and tweaked -- these things are often very interesting. Procedural generation needs to be attached to such mechanisms and provide tool towards a goal to be interesting.

Re: Spaceship Generator

#70

I find the arguments of procedural vs artistic content somewhat humorous given that artistic content is just an attempt to create something that is a fascimile of actual natural and human generated artifacts. The natural world is by definition procedural (unless you believe in a Creator). The human artifacts have some artistry - but only in the broad strokes. Most buildings, and most details of architected buildings,…

I don't know why you're getting downvoted, because you're absolutely right. Most human architecture is highly procedural, with many tradesmen specializing in highly repetitive, focused tasks, that have predictable, reliable outcomes, in order to produce safe structures based on well-understood principles. As for the VR thing, I think that will gain less traction because the idea of sleeping one's life away, strapped…

Most human architecture is highly procedural, with many tradesmen specializing in highly repetitive, focused tasks, that have predictable, reliable outcomes

Yes, but human architecture is shaped by forces following from function. (As in Alexander's Pattern Language of Design.) That's why it becomes interesting, because we can relate to how the architecture relates to human needs and perceptions.

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