Procedural Programming- The Secret Behind Spore 277
imashoe writes "Ever wonder how Spore works under the hood? The game seems to be insanely huge and how is it that there can be an infinite amount of different creates created in the game? The answer is Procedural Programming."
Eh? (Score:5, Informative)
Crap alert (Score:5, Informative)
Procedural Generation? (Score:5, Informative)
Re:Eh? (Score:5, Informative)
The talk about procedural versus object-oriented programming is moronic bs.
Reminds me of Elite... (Score:4, Informative)
Re:Functional (Score:3, Informative)
Re:Vaporware (Score:4, Informative)
Re:Reminds me of Elite... (Score:1, Informative)
Re:Typo in summary (Score:5, Informative)
Re:Eh? (Score:4, Informative)
Yeah, that would be something interesting to talk about. Whoever wrote the article probably isn't the man to do it though. Did you ever play Kreiger? http://www.theprodukkt.com/kkrieger#20 [theprodukkt.com] They managed to cram a 3D first person shooter into 96k. It relies heavily on procedurally generated content.
Re:Attention Procedural Programmers (Score:5, Informative)
Spore
Terrain synthesis/generator - Terragen [planetside.co.uk]
Renderman shaders [renderman.org]
Procedural animation [wikipedia.org]
Practical procedural modeling of plants [td-grafik.de]
Procedural planets [baddoggames.com]
Re:Crap alert (Score:3, Informative)
Exactly. And procedural generation isn't hard to understand (at least conceptually), he could just have given a brief on fractals, since they are a well-known example of procedural content generation. A tiny piece of code generates a nice-looking picture. And regardless of how much you zoom in, it never becomes pixelated, as new content is generated on the fly. The Mandelbrot set is an excellent example.
Thank you! (Score:3, Informative)
The article already removed from bonafidereviews (Score:5, Informative)
Something not good going with slashdot choice of article lately.
Article pulled (Score:3, Informative)