I'd be really interested in learning about any work in the "interestingness" of procedural content. Is it possible to quantify that sort of emergent complexity that happens in life, or in a work or story with artistic direction that takes on a life of its own? Can a system make a billion compelling and unique stories without solving the issue of Strong AI and just making a superintelligent DM?
Exploring No Man’s Sky, A Computer Game Forged by Algorithms
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Re: Exploring No Man’s Sky, A Computer Game Forged by Algorithms
#12The issue with a lot of procedurally-generated content is that overall things become same-y. Lots of breadth, little depth. When you have a set number of variable sliders, you don't have to see all the possible worlds to get a sense of how many sliders there are and what their ranges are. The problem only gets worse when moving away from planet/landscape generation (dumb matter) and getting into simulations of histor…
Edit: to add an additional distinction, I am referring to the generation of visual content here. You can do much more in an emergent (AI-driven, state-based, or chaotic) system and produce surprising results, although you still fall into the dilemma of making sure that all resulting permutations look/function correctly.
Re: Exploring No Man’s Sky, A Computer Game Forged by Algorithms
#13Re: Exploring No Man’s Sky, A Computer Game Forged by Algorithms
#14I get the gist of how Minecraft is constructed: just a bunch of blocks with algorithms which hide certain blocks when they aren't in the player's view. Are there any articles about how an engine like this is built? It is an extreme level of procedural generation (apparently), but the graphics aren't blocky and as abstract, but rather pretty impressive. In a similar vein is Eskil Steenberg's Love [1], but this is on a…
I am working on a full procedural generation engine (not like minecraft, but it does use voxels at a much higher resolution). Wrote up an overview of how it works, if you are interested: http://www.voxelquest.com/news/how-does-it-work
Re: Exploring No Man’s Sky, A Computer Game Forged by Algorithms
#15I get the gist of how Minecraft is constructed: just a bunch of blocks with algorithms which hide certain blocks when they aren't in the player's view. Are there any articles about how an engine like this is built? It is an extreme level of procedural generation (apparently), but the graphics aren't blocky and as abstract, but rather pretty impressive. In a similar vein is Eskil Steenberg's Love [1], but this is on a…
I am working on a full procedural generation engine (not like minecraft, but it does use voxels at a much higher resolution). Wrote up an overview of how it works, if you are interested: http://www.voxelquest.com/news/how-does-it-work
Re: Exploring No Man’s Sky, A Computer Game Forged by Algorithms
#16Earlier quoted context omitted.
I am working on a full procedural generation engine (not like minecraft, but it does use voxels at a much higher resolution). Wrote up an overview of how it works, if you are interested: http://www.voxelquest.com/news/how-does-it-work
Thank you. Your work is impressive and it is good to see someone putting forth a technical explanation like that. Much appreciated.
Re: Exploring No Man’s Sky, A Computer Game Forged by Algorithms
#17Re: Exploring No Man’s Sky, A Computer Game Forged by Algorithms
#18Re: Exploring No Man’s Sky, A Computer Game Forged by Algorithms
#19Looks like it could be a good game either way, but I'm questioning their use of words when they say "every atom" is procedurally-generated, as in their first reveal trailer. http://www.youtube.com/watch?v=U6fCn8oB-sg From what they have demoed, they have not proven that anything actually is being generated. My best guess is that they randomly vary colors and textures (and generate the atmospheres, as they say), and r…