What would be call is to evolve spaceships by selective breeding.
No doubt this being The Internet this was done by a Russian seven years ago, and I failed to GTFA.
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What would be call is to evolve spaceships by selective breeding.
No doubt this being The Internet this was done by a Russian seven years ago, and I failed to GTFA.
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 those generated ships gave me serious 'Event Horizon' vibes: https://www.youtube.com/watch?v=eiE-NB-kxh8
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
Mistake 7 also hints about the possible shape when there are no preferred orientations.
Also interesting
http://www.popularmechanics.com/space/deep-space/a8140/what-...
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…
Not only for indie games, mainstream games like Stellaris could be vastly improved by this. I already posted a link to their forums. :) https://forum.paradoxplaza.com/forum/index.php?threads/space...
Many, many other games use modular assets, especially if poly and tri counts are important to keep down for mobile and low power consoles / handhelds.
With a few component models that can be separated and added to a base model, procedural mesh generation can work. But, it is extremely messy when starting out, just due to complexity and the strategy of a significant redesign of assets to be modular, not singular.
Once designers and artists are on-board, and that's half of the battle initially, in getting artists to make modular design for assets instead of single design of flagship or lead assets, then you need to create code to make the game actually work with Frankenstein ships or Frankenstein characters, buildings, etc.
it leads to intriguing art and possibilities.
And working out all of the intricacies of positions, storage, blending, replacement/deformation of modular assets, how to diagnose, test and display problems, modifying or identifying pre generated or fixed module assets in the gui, storing the atomic position and/or physics settings, looking for deformed mesh, hollow mesh/gaps, raytrace problems, wrap uv and deformation, problems with textures, etc. Batch calls, pooling, spawn locations, collision mesh, sic.
And that's just things I could think of from regular assets. Modular mesh, as well as modular textures are usually a no go area, because of the problems with the engine and performance guesswork when problems come up at the last minute. Or the first minutes. Etc.
Most indie games don't have the time to waste on procedural generation unless it's been troubleshooted or tested by designers and coders, or sold as an asset by others.
Buildings are often generated like this in game,
No Man's Sky is perhaps the more popular ur example of how to make procedural generated assets using math functions and geometric texture generation (it's been a long time since I looked at the tech they were supposed to be using under the hood, but i misremember something like fractal/geometric generation of textures to minimize the workload)
but it is still a tech demo of a well understood, but infrequently used tool.
That is, until they release the game.
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
See Mistake 6 at http://www.dedoimedo.com/physics/sci-fi-mistakes.html Mistake 7 also hints about the possible shape when there are no preferred orientations. Also interesting http://www.popularmechanics.com/space/deep-space/a8140/what-... http://www.theregister.co.uk/2011/11/24/spaceship_design/
http://www.projectrho.com/public_html/rocket/misconceptions....
In my opinion Atomic Rocket contains the most accurate discussion of hard science fiction I've ever encountered.
Earlier quoted context omitted.
Nope, that's right. There is no UV co-ordinates generated in the blender script. (Well, I think it uses world space cube for UVs, which is an option that PlayCanvas doesn't support). I used the automatic Cube Projection unwrap in blender before exporting to FBX and importing into PlayCanvas.
i agree with that!
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/
The renderers I used in production, when I left the VFX industry ca. 2010, all supported PTEX [http://ptex.us/ptexpaper.html].
Blender seems to have WIP support for it too nowadays [ https://wiki.blender.org/index.php/User:Nicholasbishop/Ptex]
Why are there windows on a spaceship?