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Viper1 said:
VanceIX said:

The procedurally-generated world would need to be stored in the memory. It's not the original data that's the problem, it's storing the data created from the algorithms. For example, Minecraft is a very small game, just a couple of MBs, but it can take 30+ GBs if you continue to generate the infinite world, since all that information needs to be stored so that the player can return to previous locations. The Wii U only has 16/32GB of memory, which could potentially fill up extremely fast. 


You'd only need to keep track of the alogrithms used to generate the landscape and regenerate it.   No need to store the entire world after creation.  A simple database table would be all you need to know what to regenerate, where, when, and how.

Not quite for regenerating it. It would work if the world was completely random, but to revisit areas and have them in a certain state, you would need to store that state. PProcedurally generated games like Minecraft have this issue, since all visited tiles have to be stored for later use, they cannot be regenerated in the same state on the fly. It would work if you didn't need to come back to the exact same environment, but that wouldn't work in a game like Zelda.



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