That's what it means with respect to creature animation, but the term "Procedurally Generated" is much more general than that. For example, the textures used in the game are also procedurally generated.Originally Posted by MisterSako
That's what it means with respect to creature animation, but the term "Procedurally Generated" is much more general than that. For example, the textures used in the game are also procedurally generated.Originally Posted by MisterSako
Procedurely generated means just that, generated by a procedure.
rather then hand modeled, or created an algorythem is used to create output. The output is varied by the end user by setting certain variables.
So, when you see creatures walking, running, dancing and otherwise you have to remember no one every actually animated that creature. That creatures physiology was used as variables for an animation algorythem and was calculated. You could very well be seeing or have created somethign that was never actually programmed or created by the developers.
c++->visualc++->directx->opengl->c++;
(it should be realized my posts are all in a light hearted manner. And should not be taken offense to.)
This sounds like a bushismProcedurely generated means just that, generated by a procedure.
Is that one of the cute ones, just like those little sporetickles and crunchlets in the game?algorythem
I'm not immature, I'm refined in the opposite direction.
Originally Posted by BobMcGee123
Actually its really poor placement of punctuation.
Also I don't see it as Bushism, I see it as a common sense word that explains itself. It's not my fault if you dont have the vocabulary to understand a rather simple concept.Rather than being hand modeled or created, an algorythem is used to create output. The output is varied by the end user by setting certain variables.
c++->visualc++->directx->opengl->c++;
(it should be realized my posts are all in a light hearted manner. And should not be taken offense to.)
Are you this much of a dick all the time?
-Govtcheez
[email protected]
you obviously don't understand the simple concept that all of his posts are in a light hearted manner and should not be taken offense to.
Stupid.
Also I don't see it as Buddhism
I'm not immature, I'm refined in the opposite direction.
Hold me, Bob.
Good class architecture is not like a Swiss Army Knife; it should be more like a well balanced throwing knife.
- Mike McShaffry
I'm not immature, I'm refined in the opposite direction.
I would imagine each 'joint' in a character has properties that define range of movement, type of movement, etc., etc. This would enable the program to stick a leg, any leg, on a joint and have it react correctly.
I will have to wait for the game to see just how 'procedural' this is. I'm sure you will see some commonalities between parts and their effect on the creature.
http://www.youtube.com/watch?v=WHaulHxmO4A
New video - it's procedure-tastic!
-Govtcheez
[email protected]
I saw this video probably about 4 months ago.
My computer is awesome.
That video's supposed to be debuted after E3 - I doubt you saw it in January.
-Govtcheez
[email protected]
That would be PERFECT on the Wii. Not the 360 or
PS3 because those are horrible, but the Wii.
Staying away from General.
http://en.wikipedia.org/wiki/Spore_(...r_game)#Trivia
"Will Wright has expressed interest in Nintendo's Wii console, this could mean a port of Spore for Wii."
Good class architecture is not like a Swiss Army Knife; it should be more like a well balanced throwing knife.
- Mike McShaffry
I'm just waiting for the era of Bureaucratically generated animation and environments.