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Old 10-01-2011, 02:58 AM
Madfish Madfish is offline
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Quote:
Originally Posted by proton45 View Post
We dont know that a city scape created with this program, would "work" any better then what we have now.

...just saying.
What we have now is mostly procedural already...
...just saying.

That aside you're very wrong. The magic with procedural approaches is that you save enourmous amounts of rescources. Much of CloD IS already procedural. For example the system generated to draw the landscape is in principle a procedural approach, with limited application though.

True procedural engines have the benefit of providing 1) more or nearly unlimited depth / detail (think of mandelbrot) 2) more variation without using more rescources than typical object and model based engines and 3) it saves a lot of developing effort.

For example assume that they would have to hand model the whole landscape of Great Britain and a bit of France and Germany. That's not going to work, ever. Thus they use a procedural approach.
Also it saves rescources since otherwise the whole map would have to be loaded, with every straw of grass, every bump and every road. Yes there are workarounds but no real solutions.

Now simply imagine that same approach for some of the objects in the game. If done correctly all it'd take is the right pattern and you can generate nearly unlimited amounts of buildings, trees, fences etc.
That would save time, space on the harddisk, memory etc.

So the biggest bonus might be that if developers have procedural engines as their foundations they can spend the time on the REAL important stuff. Not crafting weird ugly buildings and such but spending more time on optimization e.g. or on flight models etc. You get the idea

Last edited by Madfish; 10-01-2011 at 03:01 AM.
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