Josh's 4th employee maybe?

also, now i know why spore visuals sucked... they went to disney
Too bad they didn't take the next step and turn the human "pick the best examples" process into an expert system or neural network.Damocles wrote: ↑Fri Jul 07, 2017 4:06 amWhat would be interesting is to show procedural content generation as part of an artists workflow to speed up certain tasks. (example is terrain generation and autoplacement in leveldesign) to create more content with less work, without totally relying on everything beeing procedurally generated. A mix of manual and generated "layers" in the workflow.
They did that partly by making a white-list for well generated planets in SPORE. Where a human in the end picks the best results of the auto-generation to yield better results.
Thing is that AI is so dependent upon the specific game, and it gets harder and harder to do so as games get more complex as gaming grows and evolves.Arclite wrote: ↑Tue Jul 11, 2017 11:58 pmI'm waiting for the day when AI engines are a selling point. Game companies don't reinvent graphics engines or physics engines with each new game or even series of games. They often license them from companies that specialize in those things. AI is becoming so complex and specialized that it makes sense that companies would specialize in it and license it to others.
There was another talk at GDC this year where one of the devs from We Happy Few talked about the procedural aspects of their pipeline. Basically, they make the road for the level and a set of 'template buildings'. The templates would then be scaled and warped to auto-build the city around the road. I designed (but never implemented) a scarily similar system on my previous project, so it was awesome to see it working so well in practice.Damocles wrote: ↑Fri Jul 07, 2017 4:06 amWhat would be interesting is to show procedural content generation as part of an artists workflow to speed up certain tasks. (example is terrain generation and autoplacement in leveldesign) to create more content with less work,
without totally relying on everything beeing procedurally generated.
A mix of manual and generated "layers" in the workflow.
Deja vu.AdamByrd wrote: ↑Wed Jul 12, 2017 9:17 amThere was another talk at GDC this year where one of the devs from We Happy Few talked about the procedural aspects of their pipeline. Basically, they may the road for the level and a set of 'template buildings'. The templates would then be scaled and warped to auto-build the city around the road. I designed (but never implemented) a scarily similar system on my previous project, so it was awesome to see it working so well in practice.Damocles wrote: ↑Fri Jul 07, 2017 4:06 amWhat would be interesting is to show procedural content generation as part of an artists workflow to speed up certain tasks. (example is terrain generation and autoplacement in leveldesign) to create more content with less work,
without totally relying on everything beeing procedurally generated.
A mix of manual and generated "layers" in the workflow.
EDIT: Ah, sweet, it's streamable: http://www.gdcvault.com/play/1024239/Yo ... edural-Art
That's really true. For example, look at the ships people are making in Skywanderers. They are truly amazing in both detail and scale. Most of it is because of a hinge mechanic piece which allows objects to be offset at any desired angle. Without the hinge piece Skywanderers becomes very similar to Minecraft in both appearance and function.Basmannen wrote: ↑Sat Jul 15, 2017 2:41 amI'd rather not have manually created modules (at least not for ships), it's what everyone does and it feels kinda dirty to me.
The less you give an audience the more their imagination can run free, and I find the imagination is usually better than artists I find, even really good ones. But that's just a thought.
A thought: Before we go down this path, can we see what Josh and the team can do with procedural generation of materials, textures, space-filling forms and connectors?Damocles wrote: ↑Thu Jul 13, 2017 3:30 amI would rather generate ships and stations out of manually editied "prefab modules" than geometric primitives.
Eg: higher fidelity models of elements like trusters, hull segments, wings, cockpits, docking bays etc.. The modules are then connected using some standard seams or connectors, and get adjusted by material and color-scheme, and have some "stretchpoits" to adjust their scale cleanly.
These modules then can also be provided by modders to change and enhance the style.
The results would look better than just connecting metal shaded boxes and planes...
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