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> Build tools for procedural content generation that work for game designers. What if game designers could procedurally generate a map that they mostly like, an
by thedufer 14y ago
> Build tools for procedural content generation that work for game designers. What if game designers could procedurally generate a map that they mostly like, and then make tweaks to it as needed? The client would download both the inputs to the procedural map generator and the tweaks, instead of an entire raw map file.
This strikes me as nothing more than an awful form of compression. Re-worded, they're saying write a lossy compression algorithm and compress the map with it, then diff the compressed version against the uncompressed. Then, send the client all of the compression algorithm, lossily compressed version, and diffs. How does this beat using a known compression algorithm?
- Negitivefrags 14y agoSaying that procedural terrain generation algorithm is like writing a lossy compression algorithm and compressing a map with it is just wrong. For a good example of a game that uses exactly the technique described, see this video: http://www.youtube.com/watch?v=HhyyUiYQolA http://www.youtube.com/watch?v=HhyyUiYQolA
- thedufer 14y agoSo they're pitching as general-purpose solutions things that are fairly specific. (Procedurally-generated maps might be great for open worlds, but many games just need carefully planned maps, for balance purposes if nothing else.) That explains some of the other points, like networked multiplayer without the game maker knowing that its not local.