Massive scale racing game?

Discussion in 'Other games and gaming' started by Wistrel, Jan 7, 2012.

  1. Wistrel

    Wistrel Kick Ass Elf

    Just randomly came accross this... annoying microphone but quite interesting what he says about the game being procedurally generated. I think he is right though. While it is cool you could just head for the hills in your car, without a "point" so to speak it might get a bit dull. Maybe not though if you only care about exploration but I think there is an element of "wheres the fun in exploration if you never tell anyone about it?" - ok ok don't answer that one :D



    Incidentally "Hey! A Mountain! How do I get up there?" is pretty much exactly how I've been playing Entropia these last 7 years ie by making up my own fun ^_^
     
  2. NotAdmin

    NotAdmin Administrator

    Nice find, Wistrel. Never heard of the game, but the technology described is very interesting for sure!
     
  3. khaos

    khaos DnB'addict

    It's very interesting indeed :) Imagine a whole world being summed up in one equation.
     
  4. RAZER

    RAZER Custom title ... uh ...

    not sure about the equation, but the outcome will be 42 for sure :)

    anyway this technology could indeed be very cool it applied to the right game
     
  5. Wistrel

    Wistrel Kick Ass Elf

    Yes its certainly a good move as you say will be great with the right game. I remember ages back there was a big thing about an FPS on a floppy with quake style graphics. It was algorithmically produced. However you needed a very good PC to get more than a few frames per second.

    There was also a lot of comment that it was "cheating" (in a way) as it was using a lot of resources/content that came in direct X

    Forget the name though.

    There is another game engine in dev (infinity?) for many years now which I think uses procedurally generated universe for all the stars and what not. Think there are some tech demo vids on you tube or info on their website

    Wistrel
     
  6. Tass

    Tass Administrator

    Most modern game engines support procedural content already. Quite certainly we have some procedural vegetation in EU.

    Something that I can image in a not too distant future are fx semi-procedural instances. Less predictable instances are actually a perfect use-case for procedurally generated content.

    The "demoscene" is fond of procedural generation. People regularly engage in challenges to explore what is possible in just 64k for example.

    Actually I wanted to attach kkrieger, a 96k procedural FPS game concept. Can't find it on my hd and the official download seems to be broken. Not recommeded to get that stuff (.exe) from other sources.

    However, there's another demo project (177kb "big") partially using the same tools, try it and you may discover its quirks but also its potential:
     

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