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."
hype (Score:2, Insightful)
Inifinite Creates? (Score:5, Insightful)
I think you meant to say 'seemingly infinite' or 'infinite for all intents and purposes.'
I've tried to think of mental exercises to challenge people with a concept of something being infinite. For example, if you had an object of infinite mass with no gravity, would it be possible for us to exist alongside this infinite object?
Infinity has interesting properties and I challenge the use of 'infinite' in this summary. The article uses cautious words:
For the purposes of speculation, what would be the best way to give a user a seemingly 'infinite' number of states? Well, the obvious choice (and what random number generators on computers seem to favor) is to use time. Time is infinitely divisible (although the representation of that depends on decimal precision) and it is (seemingly) never ending. So one would base the resulting states in the game off of when a user entered input. It is still very easy to show that this is a many-to-one mapping. You can divide time down to a small enough unit that they are technically different moments yet the hardware that captures the analog input cannot discern between them.
I think that this concept of 'infinite' states is desirable to gamers. And it's the states that you find yourself in in a game that were clearly not thought out by the developers that makes a game special. When you have a large freedom of configuration pitted against players with that same freedom, you have the core success behind real time strategy games where players would build cities and armies and pit them against each other.
I don't think this claim can ever be made when a digital machine is being used. I guess you could design a program that would adjust to the size of the machine and extrapolate the amount of precision it used to measure the moment at which the user clicked the remote button and then stamped this number on the create's forehead (or some other form of uniqueness). But, I do not know enough about how the CPU acquires the time stamp. If it's a quartz crystal, this is only accurate to the number of vibration the crystal makes per second with electricity pumped through it. I have good reason to believe you will always encounter some theoretical issue or barrier when trying to achieve truly infinite implementations. Best to leave that word where it belongs: in mathematicl proofs and scientific theories.
The obvious (Score:2, Insightful)
All you need to read is this sentence... (Score:5, Insightful)
That pretty much captures how well the author understands programming.
Vaporware (Score:3, Insightful)
I remember first getting excited about in-game videos of spore something like two years ago. It's starting to feel like we're getting nukem'd again.
Re:Crap alert (Score:4, Insightful)
An excellent example of a little knowledge doing a lot of harm. It reads well enough that my non coding tech friends could read it, and then tell me I'm a fuck-gnut for not using a procedural language...
Still, I'm going to assume that the eds know what they're doing and are actually just trying to get an argument blaring on this no news sunday.
Re:Crap alert (Score:5, Insightful)
It's not that they're wrong that Spore is innovative this way(assuming it's ever more than vaporware), but rather that they do an exceptionally poor job of describing the way it works...The distinction here isn't between gated logic trees and 'actions', it's between static and dynamic content.
Article Sucks (Score:5, Insightful)
That article is terrible. It reads like a 9 year old trying to explain something he doesn't understand.
Re:Typo in summary (Score:2, Insightful)
Now, if I lived in or was passing through an idyllic rural environment, crates would be quite out of place (hello tomb raider...), but crates are bloody everywhere in an urban or industrial environment (or even on the farm), especially early in the morning and late at night when things are being loaded and unloaded and shipped, and nefarious criminals with guns might well be running about fragging eachother in real life.
Not really procedural programming (Score:4, Insightful)
Re:Well, no (Score:5, Insightful)
I guess you meant Duke Nukem Forever. [wikipedia.org]
Yeah. IOW, this is a new low. (Score:5, Insightful)
Due date (Score:4, Insightful)
Re:Typo in summary (Score:2, Insightful)
Re:Eh? (Score:4, Insightful)
Re:Inifinite Creates? (Score:2, Insightful)
This may not be as true as you think. Planck time [wikipedia.org] is the shortest amount of time that has any meaning.
Re:Inifinite Creates? (Score:5, Insightful)
The word infinite gets abused quite a bit.
I agree ... but you really need a good catchy word for "cannot have all possible states represented even if you harnessed every grain of sand in the universe".
According to one of the talks, a Spore world is about an 80K data structure when compressed. 2^640000 is a really big number. My fuzzy back-of-the-napkin count gives something like 2^240 hydrogen atoms in the universe. I think hard math either needs to learn to share the word infinite or it had better file a trademark :)
Re:Inifinite Creates? (Score:3, Insightful)
Re:Article Sucks (Score:3, Insightful)
Re:bzzt, wrong. (Score:5, Insightful)
* C is an example of procedural programming.
* Haskell is an example of functional programming.
* L-systems are an example of procedural content generation (content generated by a procedure, in a deterministic fashion).
* Marshmallows do funny things if you lower the pressure enough.
* Cheeseburgers are often considered delicious
* Like the above comments, programming language type is a red herring. Procedural content generation is a misnomer. It just means that the content is mostly programatically generated on the fly instead of being simply rendered.
It's all about repeated iteration over a particular type of finite automata with a particular string.
And then then string is the content, isn't it? Interesting point here is that this is something of a continuum. You could make your procedures more complex, and then require less content to produce the something. On the other hand, you could go the other way and have absolutely every piece of content actually be written in your programming language.
When you think about it that way, it becomes a lot more obvious.
You're talking about whether most of the work is going into the content creation, or into the rendering engine.
If most of the work is in the engine, it's really easy to make lots of new kinds of content since you don't have to do as much work to make the content. However, making a powerful engine sure requires a lot of work, doesn't it? You have to make your engine handle absolutely every special case that you could ignore if it wasn't normally applicable to a very specific content instance.