If you're interested in methods for creating Quake/Doom3-style content take a look at Farbrausch/.theprodukkt works. Especially:

.kkrieger - Quake-style 3D-shooter in 96kb. Was made using procedural content creation with modern enough visual features (for year 2004).

fr-041: debris - demo, made later using the same technology.

Werkkzeug - demo/game/texture creation tool. Binaries for Werkkzeug 1.201 are freely downloadable.

I have old "kkrieger-content_creation_in_96kB.avi" video from those days, online versions must be somewhere.

Also, a talk about "debris" is available at http://www.demoscene.tv/prod.php?id_prod=13597

// Valery Krylov

On 2012-01-17 07:31, BGB wrote:
   On 1/16/2012 6:47 PM, Casey Ransberger wrote:
Top post. Heightmapping can go a really long way. Probably not news
though:)


I am still not certain, since a lot of this has a lot more to do with my
own project than with general issues in computing.


I had messed with a few technologies already.

height-maps (long ago, not much used since then, generally randomized).

the issue was mostly one of being "not terribly interesting", but it
makes sense if one wants terrain (and is "fairly cheap" in terms of
memory use and performance impact).

a more advanced variety would be to combine a height-map with a
tile-map, where the terrain generator would also vary the texture-map to
give a little more interest. I have considered this as a possibility.

also tried randomly generated voxel terrain (similar to Minecraft, using
perlin noise). issues were of being difficult to integrate well with my
existing technology, and being very expensive in terms of both rendering
and memory usage (particularly for storing intermediate meshes). one may
need to devote about 500MB-1GB of RAM to the problem to have a
moderately sized world with (with similar specifics to those in Minecraft).

I suspect that, apart from making something like Minecraft, the
technology is a bit too expensive and limited to really be all that
"generally useful" at this point in time and on current hardware (I
suspect, however, it will probably be much more relevant on future HW).


I also tried randomly generated grid-based areas (basically, stuff is
built from pre-made parts and randomly-chosen parts are put on a grid).
I had also tried combining this with maze-generation algorithms. the
results were "functional" but also "nothing to get excited about". the
big drawback was that I couldn't really think of any way to make the
results of such a grid based generator "particularly interesting" (this
is I think more so with a first-person viewpoint: such a structure is
far less visually interesting from the inside than with a top-down or
isometric view).

it could work if one were sufficiently desperate, but I doubt it would
be able to hold interest of players for all that long absent "something
else of redeeming value".


the "main maps" in my case mostly use a Quake/Doom3/... style maps,
composed mostly of entities (defined in terms of collections of
key/value pairs representing a given object), "brushes" (convex
polyhedra), "patches" (Bezier Surfaces), and "meshes" (mostly
unstructured polygonal meshes).

these would generally be created manually, by placing every object and
piece of geometry visible in the world, but this is fairly
effort-intensive, and simply running head first into it tends to quickly
drain my motivation (resulting in me producing worlds which look like
"big boxes with some random crap in them").

sadly, random generation not on a grid of some sort is a much more
complex problem (nor random generation directly in terms of unstructured
or loosely-structured geometry).

fractals exist and work well on things like rocks or trees or terrain,
but I haven't found a good way to apply them to "general" map generation
problem (such as generating an interesting place to run around in and
battle enemies, and get to the exit).

the "problem domain" is potentially best suited to some sort of maze
algorithm, but in my own tests, this fairly quickly stopped being all
that interesting. the "upper end" I think for this sort of thing was
likely the .Hack series games (which had a lot of apparently randomly
generated dungeons).


it is sad that I can't seem to pull off maps even half as interesting as
those (generally created by hand) in commercial games from well over a
decade ago. I can have a 3D engine which is technically much more
advanced (or, at least, runs considerably slower on much faster hardware
with moderately more features), but apart from reusing maps made by
other people for other games, I can't make it even a small amount nearly
as "interesting" or "inspiring".
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