[QUOTE="cobrax75"][QUOTE="LordXelNaga"][QUOTE="cobrax75"][QUOTE="LordXelNaga"][QUOTE="cobrax75"][QUOTE="LordXelNaga"]The problem with this is that it is insanely hard to pull off in an actual game. Plus Lair used procedurally generated landscapes and that did nothing to make it more impressive rather it caused numerous issues in itself. Holding textures in RAM is financially and hardware more economical for developers. LordXelNaga
that was a landscape...this is an entire level....
its deffinetly very benificial...if you can cut down on the size a game takes up by 2500 times.
I fail to see why being 2500 times smaller is beneficial to game development? Maybe in a time where massive pools of RAM and storage media become inviable but that is extremely unlikely to be anytime soon. Plus the time it took to create that insanely brief tech demo is demonstrative of why the entire process is unlikely to be adapted by developers for games. It's much faster to create games as they are now. Maybe with consoles you could see elements of games utilizing this concept to make the most out of hardware resources but for something scalable like PC gaming, it will never be needed. All this is is a nifty concept.you want an example? spore on the PC is entirely based off this technology t...why is this benificial you ask? because if done normaly, all the user created material that the game is based off of will take up several harddrives worth of space over time because everything in the game comes from other users....so rather than a creature that you make taking up 100MB and transfering to another persons PC very slowly (which kinda defeats the purpose of the game) these creatures can take up only around 1kb, and be transfered very very fast.
many games are already using limited amounts of this technology for a lot of more natrual things...a lot of games use it for trees (Oblibion) and a Crysis does a lot of its foilage procedurally.
It might seem like it might take up more time....but when you want to create 500 different models of trees...having them be procedurally made is a far far easier and faster alternative.
the example of 100mb characters is complete hyperbole. As for the example of procedural elements, of course that's viable but anything more than elements is extremely superfluous. The tech demo is an example of what is possible not what is viable.well, this tech demo was only created for a competition...
of course this cant replace everything like they are trying to do in the game.....well it can, but it would be far to hard to do....
but for games like Spore, its an excellent thing for which the game can simply not function without.
and for anything that has to be randomly generated, at least to a certain degree....this is simply a far easier way to do everything.
Maybe then you should rename this thread to "the most advanced development concept ever created" and even then it's questionable. At the moment the guys at Id Software have a system that greatly improves flexability in games development in regards to textures. Instead of hundreds of small textures, the level is presented as one large unit. This allows artists to approach the level as a single canvas and means changes and tweaks can be easily made.The technology that ID has is not new, it has been used in RTS's for years....it also doesnt work that good....its in use for Quake Wars...and really doesnt look that good.
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