the most advanced game ever created (will surprise everyone)

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cobrax75

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#1 cobrax75
Member since 2007 • 8389 Posts

.kkrieger, the game is entirely done through procedural generation of all textures and game assets...which means the game actually takes up an amazingly small size of 78 kb....

if done in standard ways, it was estimated that the game would take up over 2500 times that amount of data.

here is a pic.

you can download it for free and try it out also.

http://www.theprodukkt.com/kkrieger

*plz note, this is only a tech demo...dont compare about poor gameplay in a tech demo....gameplay wise, its probably more basic than doom...but thats really not the point.

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Juggernaut140

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#2 Juggernaut140
Member since 2007 • 36011 Posts
I have heard of this before...
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Frunku

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#3 Frunku
Member since 2004 • 1062 Posts

Played it like two years ago, yep the graphics might not be that bad but the game itself sucks ass.

You can't procedurally generate a story or complicated levels with no clipping issues.

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lordxymor

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#4 lordxymor
Member since 2004 • 2438 Posts

Procedural synthesis is great indeed, but it's too CPU demanding and require quite complex programming. Most games only use to cache the generated textures instande of really generating them as you play.

And Cell is specialy great with procedural synthesis techniques. link

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cobrax75

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#5 cobrax75
Member since 2007 • 8389 Posts

Played it like two years ago, yep the graphics might not be that bad but the game itself sucks ass.

You can't procedurally generate a story or complicated levels with no clipping issues.

Frunku

read before you post....all of this is designed as a tech demo...its not ment to be enjoyed...but to show off what procedural generation can actually do.

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gtawoof

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#6 gtawoof
Member since 2003 • 1843 Posts
I only know about this because I read about Warhawk's water being procedurally generated, and eventually saw this on wikipedia, could barely play it though my comp. was about to die while it was running.
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LordXelNaga

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#7 LordXelNaga
Member since 2005 • 1161 Posts
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.
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cobrax75

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#8 cobrax75
Member since 2007 • 8389 Posts

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.

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SorasGhost009

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#9 SorasGhost009
Member since 2007 • 1218 Posts
thats interestiing
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LordXelNaga

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#10 LordXelNaga
Member since 2005 • 1161 Posts

[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. cobrax75

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.
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cobrax75

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#11 cobrax75
Member since 2007 • 8389 Posts
[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.

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Blue-Sphere

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#13 Blue-Sphere
Member since 2006 • 1972 Posts
im clueless to whatever this isTombom159
Same here. :?
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LordXelNaga

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#14 LordXelNaga
Member since 2005 • 1161 Posts
[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. cobrax75

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.
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cobrax75

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#15 cobrax75
Member since 2007 • 8389 Posts
[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.

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redmetal86

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#16 redmetal86
Member since 2006 • 1123 Posts
lol, played it just now, got stuck in a pillar :/
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#17 Khanezhyray
Member since 2005 • 901 Posts

Played it like two years ago, yep the graphics might not be that bad but the game itself sucks ass.

You can't procedurally generate a story or complicated levels with no clipping issues.

Frunku

Eh, it's good for what it is. They were trying to compress the game as much as possible, and considering the graphics in that, that's amazingly well done. It's meant to show that, well, you don't need 2gb of graphics in order to have good ones.

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LordXelNaga

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#18 LordXelNaga
Member since 2005 • 1161 Posts
[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. cobrax75

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.
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cobrax75

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#19 cobrax75
Member since 2007 • 8389 Posts
[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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Juggernaut140

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#20 Juggernaut140
Member since 2007 • 36011 Posts

[QUOTE="Tombom159"]im clueless to whatever this isBlue-Sphere
Same here. :?

It's witchcraft and pagan rituals

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Wanderer5

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#21 Wanderer5
Member since 2006 • 25727 Posts
That look interesting.
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GradyGG

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#22 GradyGG
Member since 2007 • 84 Posts
I remember playing that. that was made like 5 years ago or longer..
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#23 Wanderer5
Member since 2006 • 25727 Posts
Well I just try it out. It was good actually IMO, but there were issues(of course).