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For low-level (i.e., trees-not-forest) visuals - e.g., where the user can see a block or two from street level - why not use real cities? Don't identify the pla
by wolverine876 3y ago
For low-level (i.e., trees-not-forest) visuals - e.g., where the user can see a block or two from street level - why not use real cities? Don't identify the place, change the names, remove anything especially identifiable (e.g., Eiffel Tower in background), and nobody will know. Someone who lives on that block might find a cool Easter Egg for themselves.
- aabhay 3y agoProcedurally generated environments require very, very little storage space (you essentially need to store a few hundred seeds and parameters) and for most games nowadays, storage is actually the biggest bottleneck of all (not just HDD but temporary buffered storage). Procedurally generated environments basically approach Kolmogorov-optimal compression for a given domain, without any loss of fidelity when done well. And the generation itself is usually not more computation than the polygon rendering.
- wolverine876 3y agoYes, of course. Thanks.