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). > > _______________________________________________ > fonc mailing list > [email protected] > http://vpri.org/mailman/listinfo/fonc
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