How Spore's Creature Creator was made, 2003-2008
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How Spore's Creature Creator was made, 2003-2008
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Re: How Spore's Creature Creator was made, 2003-2008
#2I've been making a bunch of weird creative tools recently, so this resonated with me.
tinkerings: https://cedric-h.github.io/linear-webgl/scroll_thick.html https://cedric-h.github.io/linear-webgl/paint_terrain.html https://cedric-h.github.io/linear-webgl/cube_editor_tutorial...
I've also been looking toward Townscaper, Spore, and Inigo Quilez's work for inspiration.
Re: How Spore's Creature Creator was made, 2003-2008
#3Re: How Spore's Creature Creator was made, 2003-2008
#4I just battled EA support to get my steam license transferred to origin and started playing it. It’s really very impressive for 2008. Though a modern gaming PC probably helps the experience.
Re: How Spore's Creature Creator was made, 2003-2008
#5The metaball rigging and texture generation approach feels like its still somewhat relevant.
The 3d model generation deep learning pipeline that Meta released recently operates on almost similar principles, using signed distance fields and a deep learning network to generate both textures and materials.
Re: How Spore's Creature Creator was made, 2003-2008
#6Maybe my perspective is warped, but the technology feels so ahead of its time. I've been making a bunch of weird creative tools recently, so this resonated with me. tinkerings: https://cedric-h.github.io/linear-webgl/scroll_thick.html https://cedric-h.github.io/linear-webgl/paint_terrain.html https://cedric-h.github.io/linear-webgl/cube_editor_tutorial... I've also been looking toward Townscaper, Spore, and Inigo Qui…