[MUD-Dev] Procedural content generation
Brian Hook
bwh at wksoftware.com
Fri Oct 12 20:57:12 CEST 2001
At 01:26 AM 10/12/01 -0700, John Buehler wrote:
> Perhaps you consider this a trivial case of your third option, but
> how about procedurally creating the world and then putting in
> exceptions?
Hmmm, the best way I can describe the difference is: imagine the
difference between splattering paint then hand dabbing some color
vs. splattering paint, dabbing some color then smearing it all
around. I want areas that influence their surroundings instead of
just standing out. I want to affect the noise, not just stand out
in it.
> I see no reason why procedural creation of entire worlds wouldn't
> work just fine once we have enough experience with the technique.
> I mean, before fractal terrain who would have thought that such a
> thing was possible. Now we have wave systems and other techniques
> on top of that.
You can convincingly procedurally create the _geometry_ of a world
or star system. That's easy. But making it all fit together in a
greater framework -- specifically, socially and politically and
economically -- is the hard part.
Brian
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