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."
want to be "evolutionary"? (Score:5, Interesting)
Functional (Score:5, Interesting)
Its not new but still cool.
http://en.wikipedia.org/wiki/Functional_programmi
Re:Eh? (Score:3, Interesting)
Comment removed (Score:5, Interesting)
bzzt, wrong. (Score:5, Interesting)
It's all about repeated iteration over a particular type of finite automata with a particular string.. Easily done if you've taken your 3xx/4xx graphics an theory classes, but perhaps past what most technology reporters are capable of.
So, to summarize:
* 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).
Re:All you need to read is this sentence... (Score:3, Interesting)
Re:Vaporware (Score:3, Interesting)
By the time they were anywhere close to beeing done UT2k3 was out, so they decided to use Unreal Engine 2. As far as i know they either use the updated Unreal 2 Engine (and inherited the fixes from UT2k4) or are working with Unreal Engine 3. But then again, this is Duke Nukem Forever and Ever, so who knows? Maybe they're waiting for ID Tech 5 to switch?
Re:Starflight? (Score:3, Interesting)
Starflight I and II were written in Forth, using a custom compiler. Here is some old design documentation [geocities.com] from Starflight.
It's interesting stuff.
I am in fact recreating the game (or, rather a game much like it using entirely original content) using many similar algorithms.
Check out my webpage. [outerspacecrew.net]