What's Killing Game Development?

@appel:

Very true. I think most trees in games are generated that way.

Doesn’t get near the fun-algorithm though :wink:

@Appel, read up about AI and genetic algorithms so that you can have more scope to understand the complexity of the problem domain. Simple objects can be created algorithmically, but it requires an existing model to do so :slight_smile: If you create an algorithm that generates a phone then the creation is in the coding of the algorithm and not the algorithm itself, all the algorithm is doing is producing a model out of a choice of all finite possibilities using the input data/parameters.

For an algorithm to truly create requires possibilities to be relatively infinite, and for it to be able to judge what is good or not! That is a problem!

I already mention this web site and this man wich is the father of natural procedural noise (and so texture, animation,…), but i do it again for people who dont know its web site already:

http://mrl.nyu.edu/~perlin/

procedural can be used sometime, it have some advantage as no memory used and perfect 3d result/mapping
, there are some sample at the bottom of this web site.

http://freespace.virgin.net/hugo.elias/models/m_perlin.htm

also have a look to this software “vue d’esprit 6” it use a lot of procedural for geometrie, texture, etc…

http://www.e-onsoftware.com/showcase/?page=6

The path experiment is very impressive, but Appel don’t get procedral textures and models confused with procedral game level creators. If it were as simple as “just create one of these algorithms to create a game level” then it would have been done yesterday.

Random scene/terrain generation is nothing new, there are thousands of factors that make a game good and listing them does nowt. So before replying read up on AI and genetic algorithms to understand about the complexity of the problem domain and the size of the solution set when compared the the number of possibilities.

Consider that the possibilities of all creations and solutions are endless, but you are more likely to find a bad solution than a good one in the same way that prime numbers are infinite yet you are more likely to find a number that is not prime.

[quote]The path experiment is very impressive, but Appel don’t get procedral textures and models confused with procedral game level creators. If it were as simple as “just create one of these algorithms to create a game level” then it would have been done yesterday.
[/quote]
so maybe tomorrow :wink:

[quote]Random scene/terrain generation is nothing new, there are thousands of factors that make a game good and listing them does nowt. So before replying read up on AI and genetic algorithms to understand about the complexity of the problem domain and the size of the solution set when compared the the number of possibilities.

Consider that the possibilities of all creations and solutions are endless, but you are more likely to find a bad solution than a good one in the same way that prime numbers are infinite yet you are more likely to find a number that is not prime.
[/quote]
hoho!, I was just giving some interresting links about procedural things…

EDIT:

as said by ken perlin on its home page did you try this
COMPILE THIS:
main(k){float i,j,r,x,y=-16;while(puts(""),y++<15)for(x
=0;x++<84;putchar(" .:-;!/>)|&IH%#"[k&15]))for(i=k=r=0;
j=r
r-ii-2+x/25,i=2ri+y/10,jj+i*i<11&&k++<111;r=j);}

I had to make some few modifications but it works, funny

That’s C abuse :wink: I just wouldn’t want to give Appel the wrong impression about procedural programming (which some of Perlin’s work was not). AI is a complex topic and though it is potentially possible to create an AI that is as creative and understanding as a human being we are far from it.

[quote]All real world objects can be represented in math/geometry.
[/quote]
theoricaly, I totally agree with you, but unfortunatly it is quite complexe for human brain. ps: 3ds max already use this to generate tree and other object, you simply set up some parameter and it generate the tree or some other objects.

EDIT: this is a perfect way for LOD algorithm.

Let’s build a computer that can calculate the answer to life, the universe, and everything!

System.exit(42);

:smiley: Oh someone had to didn’t they :slight_smile:

it will surely append , but when we will all be dead for a long time :slight_smile:

NB: many 2d games provide a mode with random level generator like red alert, empire earth , maybe command&conquer :wink: sorry those title are old as I did not play game for a long time…, so why not 3d level generator algorithm…

NB2: nowadays it append in music and movies,music & movies that grab the most money are made as an algorithm… so why not for game…

[quote=“DzzD,post:52,topic:30366”]
Because it has to be played so it is more than just terrain that you look at; it is terrain that you interact with and provides game play value. The distance of the jumps in Mario 64 and Rayman go beyond mere random generation and enter the realm of “play”. You can make something fun with it but to program it requires knowledge of it and is limited to one thing. I mean yes you can randomly generate some types of levels easily, and could generate 2d platformer environments quite well; now generate MGS with cutscenes, player animations, AI, scripts and so on - it requires intelligence that would cost far more to code a generator than it would to hire an artist and scripters :slight_smile: