4 ms·
Saying that procedural terrain generation algorithm is like writing a lossy compression algorithm and compressing a map with it is just wrong. For a good examp
by Negitivefrags 14y ago
Saying 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.