I'm enjoying that that poster (who seems reasonable and thoughtful) said just today:
He's saying stuff like 'I don't need to build lots of ships, I can just generate 1000s of them!' and while that sounds good, I have a feeling it'll end up just being thousands of similar shaped rectangles with slightly different configurations.
This being the exact day that Josh said:
[color=#BF0000]JoshParnell[/color] wrote:we've basically got three types of operations to think about: plates, transformations, and hierarchy. We need to make it easy to add / move / scale / rotate plates within any given PlateMesh node. We need to make it easy to add / move / change the properties of the transformations that are applied to any given PlateMesh node. Finally, we need to make it easy to change the connectivity of nodes - to add one as a child of another, or to break a node off of its parent.
Timing, as they say, is everything.
Actually, I understand the author's larger point was at a higher level: how can proceduralism produce not just good-looking objects, but enjoyably non-repetitive (and non-bizarre) dynamic gameplay content?
It's a fair question... which deserves its own thread.
Back to PR for Limit Theory! Back, I say!