strategyonly
C2C Supreme Commander
Having it released in stages has the advantage of people getting used to it and providing feedback on it.
I agree.
I also agree. . . SO
Having it released in stages has the advantage of people getting used to it and providing feedback on it.
I agree.
In regards to helping the climate engine find the latitudes: if we do use an equal-area projection as one option, my suggestion would be to use one specific one, with standard parallels at, say, 37.5 degrees. And then, it's fairly easy to calculate what latitude corresponds to which point on the y axis, and just put that into the program as fixed values.
Do you plan on the climate engine to be able to work with maps of any size, or will there be only a couple of set map sizes, like 48 x 24, 80 x 40 and so on?
Impressive and potentially Very useful video on procedural generation
http://www.youtube.com/watch?v=iTBvpd3_Vqk&feature=player_embedded#!
'A magic way to make a vast amount of rich content easily that isn't used in many video games but should'
'takes a second to generate a galaxy of data' (even in complicated 3d rendering of map data) 'whole star systems created' 'solar systems within systems'..'with their own shapes and momentum properties'
'if the procedures are varied enough - so is the end result'!
I was thinking this very thing in the late 80's. (and have mentioned something almost exactly the same here several times - add tweaked fractals to procedural generation)
Could be useful for just about everyone (who programs).
I definitely highly recommend that everyone sees this!! It is easy to see that it is a big deal.
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- Second, while this guy may have some great ideas on how to use a sequence created by a random number generator in different and creative ways, the amount of computer time it takes to generate a "random" number is very small. I would be interested in knowing what the point is to keeping the same seed when changing the seed is ALSO a quick process and it takes the same amount of time to create another series unless the series is saved in memory. Keeping the same series in memory is a waste of memory space unless the amount of memory (including cache memory) is fairly unlimited (which cache memory never is.)
I appreciate the well intentioned help but honestly I am not sure what the big deal is here. None of my criticism here is a reflection of you.
- First, while how "random" numbers are generated may be news to the lay programmer, what is said in this video is common knowledge to people who have extensive experience with using random numbers AND those who have experience creating a random number generator. That would include anyone who has ever done anything with cryptography. The non-randomness to a random number is why cryptography can work.
- Second, while this guy may have some great ideas on how to use a sequence created by a random number generator in different and creative ways, the amount of computer time it takes to generate a "random" number is very small. I would be interested in knowing what the point is to keeping the same seed when changing the seed is ALSO a quick process and it takes the same amount of time to create another series unless the series is saved in memory. Keeping the same series in memory is a waste of memory space unless the amount of memory (including cache memory) is fairly unlimited (which cache memory never is.)
- AND MOST IMPORTANTLY FOR THIS DISCUSSION: While using random numbers is great for detail generation on the micro level or in where to place stars, it is not useful in the generation of realistic maps since the processes which create real landscapes are NOT random. In the first post of this thread I specifically point out that randomly based maps are NOT realistic at all though I didn't really explain why. (I can explain why if people are interested). That is the point of the GeoRealism mod engine. We are simulating the cause of climate and geography in a NON random way, creating a realism that is impossible in random generation. As of current plans, the only time the GeoRealism engine will use random numbers is in two circumstances (that happen to go together). 1) when picking a "random" time for something to occur. 2) when there is more than one good place to split a tectonic plate the engine will "randomly" pick between the choices.
The main reason that seeds are often stored is that the same seed generates the same random sequence which in a deterministic process creates the same world or galaxy or whatever. So the seed itself is the most extreme way to store the entire world or galaxy in a compressed format.
Like in Dwarf Fortress given the seed and the settings you can create the same world as someone else with all the special properties it might have.
It think it is exceptional what you guys do, and what more you could create when you put your heads together. C2C is already a dream-team, especially with you!![]()
Yeah don't be afraid to dream big. Just because we cannot do something right now doesn't mean we cannot do it in the future.
@ rightfuture,
WOW now i remember why i asked you to be the PR of C2C, nicely said, and phrased . . . SO
Really, rightfuture, that kind of talk is good for PR but it actually contains very little in terms of content (too many buzzwords).AIANDY -
It seems like you could do a lot more with the concept by adding fractals or other non-linear or bio-inspired / physics inspired formulas to the procedural generation ones. It could help a lot with behavior algorithms for ai also.
Some of these formulas are relatively easy to locate. I have been playing around with similiar ideas for more than 20 years and have dozens of books on the range of subjects. This type of math has always been very interesting to me.
I really like dwarf fortress, moria, nethack, slash, and other roguelikes. Seeing what is being done could inspire you, I would check some of those gaming and modding forums for similar gaming discussion.
I also like non-linear games like Ultima 4-5, and Sim City, and broader games like Skyrim. Roleplaying, Simulation, God games, strategy games, 4x explore games. Anything interesting I had gravitated to. Notice how C2C commands my attention. It has so much promise if you guys can effectively coordinate and build a little more momentum.
I remember that Lionhead's Black and White toyed with living animal algorithms and ai learning somewhat effectively, years ago and was very promising. I played it. Looking at the game spectrum really could open up ideas for C2C. Hydromancerx and others have looked at bringing in ideas from Sim City and others. The new Sim City is out soon and any of these unique ideas could bring a whole new dimension to C2C. Especially if people were willing to explore them!
Semi-randomly generated content has a lot of promise, especially used with other inspired algorithms, like fractals and other types of bio or geo inspired formulas.
There is a wealth of useful things in science in general, sociology, societal modeling research, urban planning, artificial intelligence research, game theory, and other modeling technologies.![]()
Ha! I just looked at the video. I knew this guy at college (vaguely, not well). He's a bright guy, but I'm afraid that video is really fairly content free.
Don't be impressed by such an advertising video. It does not show you honestly the advantages and disadvantages.Wow! And I thought the procedural meshes of Spore were amazing. Being free of polygons ... just wow!![]()
That only works if you use a very limited amount of directions and usually ends up using a lot more memory.It seems silly to me that the game engine wants to try to handle polygons entirely within its render engine. Personally, I think we could get a FAR better graphic detail by rendering each frame of animation, each necessary angle of each frame, as a 2d image and provide the animation via 2d. It wouldn't look ANY different but would be FAR more streamlined for the processor.