Top post. Heightmapping can go a really long way. Probably not news though:)

On Jan 16, 2012, at 8:45 AM, David Barbour <[email protected]> wrote:

> Consider offloading some of your creativity burden onto your computer. The 
> idea is:
> 
>   It's easier to recognize and refine something interesting than to create it.
> 
> So turn it into a search, recognition, and refinement problem, and automate 
> creation. There are various techniques, which certainly can be combined:
> 
> * constraint programming
> * generative grammar programming
> * genetic programming
> * seeded fractals
> 
> You might be surprised about how much of a world can be easily written with 
> code rather than mapping. A map can be simplified by marking regions up with 
> code and using libraries of procedures. Code can sometimes be simplified by 
> having it read a simple map or image.
> 
> Remember, the basic role of programming is to automate that which bores you.
> 
> Regards,
> 
> Dave
> 
> 
> On Sun, Jan 15, 2012 at 4:18 PM, BGB <[email protected]> wrote:
> I am generally personally stuck on the issue of how to make "interesting" 3D 
> worlds for a game-style project while lacking in both personal creativity and 
> either artistic skill or a team of artists to do it (creating decent-looking 
> 3D worlds generally requires a fair amount of effort, and is in-fact I 
> suspect somewhat bigger than the effort required to make a "passable" 3D 
> model of an object in a 3D modeling app, since at least generally the model 
> is smaller and well-defined).
> 
> it seems some that creativity (or what little of it exists) is stifled by it 
> requiring a large amount of effort (all at once) for the activity needed to 
> express said creativity (vs things which are either easy to do all at once, 
> or can be easily decomposed into lots of incremental activities spread over a 
> large period of time).
> 
> trying to build a non-trivial scene (something which would be "passable" in a 
> modern 3D game) at the level of dragging around and placing/resizing/... 
> cubes and/or messing with individual polygon-faces in a mapper-tool is sort 
> of a motivation killer (one can wish for some sort of "higher level" way to 
> express the scene).
> 
> meanwhile, writing code, despite (in the grand scale) requiring far more time 
> and effort, seems to be a lot more enjoyable (but, one can't really build a 
> world in code, as this is more the mapper-tool's domain).
> 
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