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Exploring No Man’s Sky, A Computer Game Forged by Algorithms

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61–70 of 123 posts

Re: Exploring No Man’s Sky, A Computer Game Forged by Algorithms

#61

I'm having a partial flashback here and its killing me. Back in the 90's there was a guy who was building this exact same vision "Space Galaxy" or something where every planet was unique, every alien race unique, every solar system, full planet to planet seamlessness. Derek somebody? Generally considered impossible and derided by the PC gaming press corps. I agree with most that you need a certain dimensionality to t…

Derek Smart! Never forget!

RIP coke machines.

Re: Exploring No Man’s Sky, A Computer Game Forged by Algorithms

#62
"The tens of millions of planets that comprise the universe are all unique."

We will probably never know, but I wonder if the reality of our own universe is that any life on other habitable planets will look remarkably similar to that here on Earth; given the parameters within which a sustainable biosphere are possible quite narrow. There might be some local variation but nothing that would be particularly mind-boggling to biologists (e.g. non-carbon lifeforms).

I think Brian Greene suggested that in a sufficiently large (i.e. approaching infinite) universe, if you travel far enough you will eventually encounter a multitude of 'Earths' that are the same as our own but subtly different in various ways.

In which case, if its a criticism of procedurally-generated worlds that they tend to have a lot of repetition, then the models are probably quite accurate!

Re: Exploring No Man’s Sky, A Computer Game Forged by Algorithms

#63

Earlier quoted context omitted.

Derek Smart! Never forget!

Battlecruiser 3000AD! http://en.wikipedia.org/wiki/Battlecruiser_3000AD

65% on Metacritic. If that doesn't show what that site it, what does?

Re: Exploring No Man’s Sky, A Computer Game Forged by Algorithms

#64

I'm having a partial flashback here and its killing me. Back in the 90's there was a guy who was building this exact same vision "Space Galaxy" or something where every planet was unique, every alien race unique, every solar system, full planet to planet seamlessness. Derek somebody? Generally considered impossible and derided by the PC gaming press corps. I agree with most that you need a certain dimensionality to t…

Derek Smart! Never forget!

Yes, that's the guy! At least I had his first name right. Such a huge vision of what he wanted to build.

Re: Exploring No Man’s Sky, A Computer Game Forged by Algorithms

#65
post #59

Earlier quoted context omitted.

I'd agree that a lot of coders lack a good sense for design and art (hence the term "programmer art" :D). I'm not a great programmer or artist, but I'm a competent programmer and an "average" artist (at best). This is only because I put so much time into learning art as a kid, and then later doing a lot of design work (mostly related to web design). Additionally I began 3D modeling when I was 13 and most games were s…

Ya, I dig alot of that demo scene stuff too. I sniff a natural beauty there somewhere. A natural beauty, a smart shape game, or something. It's what I'm trying to get at with my own work ( http://fleen.org ). Sorta got a handle. Frankly done with the whole subject presently.

Wow, that is some impressive tessellation :)

Re: Exploring No Man’s Sky, A Computer Game Forged by Algorithms

#66

The 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…

The article mentions of evolution of creatures, which probably involves genetic algorithms. I suspect if you would procedurally generate planets and move the clock forward with genetic algorithms a few million years, both landscape and life would look pretty natural.

But since even our best RNG algorithms eventually converge, the resulting systems would start converging as well. So the issue of same-yness is an inherent issue of CS.

Re: Exploring No Man’s Sky, A Computer Game Forged by Algorithms

#67

I was impressed by the demo until I saw the very flat explosions that just faded out quickly, which took me out of the illusion immediately. Perhaps that's just a pre-production thing. Impressive product even if the article is sort of gushy and breathless...when I was playing Elite back in the 1980s the planets were just a circle with a smaller circle rotating on it for perspective XD

But Frontier: Elite II did have seamless planet to space to planet flight, and procedurally generated planets. And accurate orbits (you could watch sunrise/sunset, and watch the right stars show up in the sky for example).

This game looks impressive in terms of generating fauna and flora etc. but the planet to space flight and procedural generation in itself is hardly new.

Re: Exploring No Man’s Sky, A Computer Game Forged by Algorithms

#68

Looks 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…

That bothered me too. They clearly aren't simulating atoms here.

I wonder, if atoms, then molecules, then DNA, then viruses. We'll see if the dinosaurs get sick, and whether there will be players who choose to become doctors to heal, or at least understand the diseases.

Mmmmm, somehow, no.

There has to be some level of abstraction, otherwise they'd be recreating the actual universe, and I don't think the PS4 could handle that.

Re: Exploring No Man’s Sky, A Computer Game Forged by Algorithms

#69

Earlier quoted context omitted.

Dwarf Fortress. Read about it. Play it. Marvel at it. http://www.bay12games.com There is nothing same-y about a game where you can't hit a bogeyman with a hammer because he's too fast, but you can kick his ass with cranberry leaves because they're lighter and let you hit faster. Or, how about the elephants roosting in trees? Or the vampirism that can take over a fortress? Of the possible were-versions of most creatur…

I love Dwarf Fortress, and there are some real treasures in the legends of many worlds. But even with all the possibilities, things still get redundant. Yes, the elephants have taken to their emergent treenests, and that's beautiful. But that's a single bug (feature) that makes us say 'wow' once, after which we've seen it. The possibilities of were-spiders and were-alpacas and reanimated spleens and rains of dwarf bl…

Procedural generation isn't a magic substitute for creativity, it's a tool that requires lots of time and skill. Toady has put the work into it, and it shows.

Re: Exploring No Man’s Sky, A Computer Game Forged by Algorithms

#70
post #42

Another space game coming out this year that will heavily use procedural generation to re-create the milky way galaxy is Elite: Dangerous. I'm in the beta and it already looks great despite many features not yet being activated for the beta players.

You can't land on planets :(

Check out Universim.
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