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@WilliamWatts

"Precedural synthesis is pretty interesting as a concept. However unfortunately it would probably mean that the stereotypical game took place on the arctic with a lot of snow cover because snow is easy to synthesise along with pine trees because they tend to look quite similar. It would need several orders of magnitude more performance to synthesise an entire game like that however it would be an interesting concept for downloadable games in that they could leverage the performance of the console to download a small game and then synthesise the content over perhaps 6 hours to get to the point where the game can run and then continue to synthesise the content until its all fleshed out. It certainly does put the whole game development/delivery paradigm on its head and only content which cannot easily be synthesised would have to be delivered."

yes it is no doubt.

many developers already use it, an yes like you said many do indeed actually use this technique a lot in sports games for the crowd so its not completely new to mainstream game development.
yea many game's today use this great Asset for game development speedtree is a pretty good tool, but like i said, there are many thing's that outside of procedural generation that right now and most likely for the foreseeable future that cannot be helped because many development studio's do not want their game's that look like many other's to where they loose the unique feel of their game among many other game's out there. where the game's would blend together to close to each other.



I AM BOLO

100% lover "nothing else matter's" after that...

ps:

Proud psOne/2/3/p owner.  I survived Aplcalyps3 and all I got was this lousy Signature.