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May 21, 2005 00:00

I saw Ep III tonight again for the second time, this time on one of LA's many digital screens. The difference is absolutely amazing. I strongly suggest that anyone who hasn't seen it, or who has already seen it and enjoyed it make a concerted effort to see it on a digital screen ( Read more... )

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hey gravityfailed May 21 2005, 11:03:49 UTC
just before i saw this i read an article on Spore from Wired I think. That article didn't really help me understand what they mean by "procedural"... does that mean like dynamic? like they set up laws but not predetermined responses or something?

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Re: hey vorlagen May 21 2005, 14:53:41 UTC
Yeah, pretty much... Instead of having to program animations for every set of possible creatures (which would be impossible since you can make anything) the game has a series of advanced mathematical algorithms it uses to determine stuff. Up until Spore, procedural programming was only used in games to randomely generate landscapes, trees, etc, but Will Wright and my lab are working on doing more with it (I'll actually be in frequent contact with the Spore dev team). The best example of procedural game design I can think of is that FPS that surfaced some time ago which was like 64KB, and when you ran it it auto-generated levels, animation, textures, and even music.

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