The original topic was about getting the computer to create 3d worlds. That was 
what I was referring to when I said I like minecraft's taken on it. They use a 
seed to generate the world.

Julian

On 17/01/2012, at 3:26 PM, BGB wrote:

> On 1/16/2012 8:36 PM, Julian Leviston wrote:
>> 
>> I like minecraft's take on this.
>> 
>> Julian
>> 
> 
> in which particular way?...
> 
> 
> well, Minecraft is a fairly interesting game, and allows a lot of room for 
> people building stuff, ...
> 
> the downside is:
> how well does the technology work for considerably different gameplay styles? 
> (not based on mining and building)
> what about world voxel density?
> ...
> 
> for example, making voxels 1/2 the size would lead (very likely) to an 8x 
> memory-requirement increase, and 1/4 (250cm) could require 64x the memory.
> 
> a similarly sized world-space with a 1.5 inch (~ 3.75cm) voxel size would 
> require around 18963x as much memory.
> 
> 
> some people have tried "fundamentally different" ways of dealing with voxels 
> (namely "Sparse Voxel Octtrees" and ray-casting), but these in turn have 
> different tradeoffs (on current HW there are significant problems regarding 
> resolution and performance). I suspect it "may be a few years" before this 
> strategy really becomes practical.
> 
> a big issue though is that it probably still wont make creating of compelling 
> worlds all that much easier (so, probably a lot more random-generation and 
> similar, with its inherent pros and cons).
> 
> I guess it may ultimately be a bit of a "wait and see" thing.
> 
> 
> 
>> 
>> On 17/01/2012, at 2:31 PM, BGB wrote:
>> 
>>> On 1/16/2012 6:47 PM, Casey Ransberger wrote:
>>>> 
>>>> Top post. Heightmapping can go a really long way. Probably not news 
>>>> though:)
>>>> 
>>> 
>>> I am still not certain, since a lot of this has a lot more to do with my 
>>> own project than with general issues in computing.
>>> 
>>> 
>>> I had messed with a few technologies already.
>>> 
>>> height-maps (long ago, not much used since then, generally randomized).
>>> 
>>> the issue was mostly one of being "not terribly interesting", but it makes 
>>> sense if one wants terrain (and is "fairly cheap" in terms of memory use 
>>> and performance impact).
>>> 
>>> a more advanced variety would be to combine a height-map with a tile-map, 
>>> where the terrain generator would also vary the texture-map to give a 
>>> little more interest. I have considered this as a possibility.
>>> 
>>> also tried randomly generated voxel terrain (similar to Minecraft, using 
>>> perlin noise). issues were of being difficult to integrate well with my 
>>> existing technology, and being very expensive in terms of both rendering 
>>> and memory usage (particularly for storing intermediate meshes). one may 
>>> need to devote about 500MB-1GB of RAM to the problem to have a moderately 
>>> sized world with (with similar specifics to those in Minecraft).
>>> 
>>> I suspect that, apart from making something like Minecraft, the technology 
>>> is a bit too expensive and limited to really be all that "generally useful" 
>>> at this point in time and on current hardware (I suspect, however, it will 
>>> probably be much more relevant on future HW).
>>> 
>>> 
>>> I also tried randomly generated grid-based areas (basically, stuff is built 
>>> from pre-made parts and randomly-chosen parts are put on a grid). I had 
>>> also tried combining this with maze-generation algorithms. the results were 
>>> "functional" but also "nothing to get excited about". the big drawback was 
>>> that I couldn't really think of any way to make the results of such a grid 
>>> based generator "particularly interesting" (this is I think more so with a 
>>> first-person viewpoint: such a structure is far less visually interesting 
>>> from the inside than with a top-down or isometric view).
>>> 
>>> it could work if one were sufficiently desperate, but I doubt it would be 
>>> able to hold interest of players for all that long absent "something else 
>>> of redeeming value".
>>> 
>>> 
>>> the "main maps" in my case mostly use a Quake/Doom3/... style maps, 
>>> composed mostly of entities (defined in terms of collections of key/value 
>>> pairs representing a given object), "brushes" (convex polyhedra), "patches" 
>>> (Bezier Surfaces), and "meshes" (mostly unstructured polygonal meshes).
>>> 
>>> these would generally be created manually, by placing every object and 
>>> piece of geometry visible in the world, but this is fairly 
>>> effort-intensive, and simply running head first into it tends to quickly 
>>> drain my motivation (resulting in me producing worlds which look like "big 
>>> boxes with some random crap in them").
>>> 
>>> sadly, random generation not on a grid of some sort is a much more complex 
>>> problem (nor random generation directly in terms of unstructured or 
>>> loosely-structured geometry).
>>> 
>>> fractals exist and work well on things like rocks or trees or terrain, but 
>>> I haven't found a good way to apply them to "general" map generation 
>>> problem (such as generating an interesting place to run around in and 
>>> battle enemies, and get to the exit).
>>> 
>>> the "problem domain" is potentially best suited to some sort of maze 
>>> algorithm, but in my own tests, this fairly quickly stopped being all that 
>>> interesting. the "upper end" I think for this sort of thing was likely the 
>>> .Hack series games (which had a lot of apparently randomly generated 
>>> dungeons).
>>> 
>>> 
>>> it is sad that I can't seem to pull off maps even half as interesting as 
>>> those (generally created by hand) in commercial games from well over a 
>>> decade ago. I can have a 3D engine which is technically much more advanced 
>>> (or, at least, runs considerably slower on much faster hardware with 
>>> moderately more features), but apart from reusing maps made by other people 
>>> for other games, I can't make it even a small amount nearly as 
>>> "interesting" or "inspiring".
>>> 
>>> 
>>> 
>>>> On Jan 16, 2012, at 8:45 AM, David Barbour <dmbarb...@gmail.com> 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 <cr88...@gmail.com> 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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