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Re: Where's the Adventure? [Re: ventilator] #176996
01/10/08 15:27
01/10/08 15:27
Joined: Apr 2005
Posts: 4,506
Germany
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fogman Offline
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fogman  Offline
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Germany
I think the next "big thing", where everyone can collaborate, is the generation of procedural content.
Take a look at the demoscene and you know what I mean.
It´s like a little revolution and everyone can participate - even artists, because there are editors like "werkkzeug".
http://en.wikipedia.org/wiki/Procedural_generation


no science involved
Re: Where's the Adventure? [Re: fogman] #176997
01/10/08 15:38
01/10/08 15:38
Joined: Sep 2002
Posts: 8,177
Netherlands
PHeMoX Offline
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PHeMoX  Offline
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Well at least the possibilities of procedural content seem to be near endless.

I've seen some awesome stuff from the guys at Introversion (the people behind Defcon, Darwinia and Uplink) purely based on procedural content for their next game (Subversion). ( http://www.introversion.co.uk/blog/ )

Games like Spore and Subversion with lots of procedurally generated content are really something I'm looking forward to,

Cheers


PHeMoX, Innervision Software (c) 1995-2008

For more info visit: Innervision Software
Re: Where's the Adventure? [Re: PHeMoX] #176998
01/10/08 18:11
01/10/08 18:11
Joined: Feb 2004
Posts: 197
sebcrea Offline
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sebcrea  Offline
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Posts: 197
Procedural content is very good for massive environments like city, many trees aso. but when it comes to characters I don't wanne see something like this. Because thats really takes out the adventure of the whole process and it will never reach the quality of good old handwork.

I said it before I say it again learn to enjoy the process of making art and do not wait for tools that make art for you, because in the end you need to have great ideas.

I want to see hard work when I look at art and not oh thats made by hitting one button.

Re: Where's the Adventure? [Re: sebcrea] #176999
01/10/08 19:38
01/10/08 19:38
Joined: Sep 2002
Posts: 8,177
Netherlands
PHeMoX Offline
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PHeMoX  Offline
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Quote:

Because thats really takes out the adventure of the whole process and it will never reach the quality of good old handwork.




Perhaps that's currently the case, but just think of other improvements over time like skeletal animation instead of vertex animations or hardcoded animations. I'm pretty sure the first few steps of skeletal animated models didn't look quite as good as vertex animated ones. Lots has changed since then though and just look at physics based animation nowadays. It's a world of difference and without automated processes and extra calculations in the process those things wouldn't even have been possible doing it all 'manually'...

Most game developers tend to stay away from procedural stuff, because it's hard to get right, but it isn't evil. If it's good enough for cities, then why can't it possibly be good enough for characters?

Quote:

I said it before I say it again learn to enjoy the process of making art and do not wait for tools that make art for you, because in the end you need to have great ideas.

I want to see hard work when I look at art and not oh thats made by hitting one button.




Having good ideas is never the problem, being able to make a game out of a great idea is infinitely more difficult than using your imagination and think of something interesting.

I don't think you'll notice procedural content when it's done right, nor is it always true that it's made with just a press of a button. There are all kinds of ways of getting procedural content mixed into the overall graphical flavor of a game. At the moment randomly generated dungeons look bad, but most developers aren't really pushing the limits of what you can do, but rather tend to go for something quite basic.

If you want to do it right, it has to be quite complex. If you write a procedural script that follows the same ideas and guidelines or standards an artist would, it's pretty plausible that at some point you wouldn't see the difference between an artist-made model or level and a procedural one. That's where the real power of this technique lies.

From an artists' perspective it may look like one button generated content, but the creative processes involved are still there. Even procedural content has to actually look like something interesting, something that players would like to see in a game. Who defines those rules? I'm pretty sure a procedural content (r)evolution wouldn't make artists jobless people,

Cheers


PHeMoX, Innervision Software (c) 1995-2008

For more info visit: Innervision Software
Re: Where's the Adventure? [Re: PHeMoX] #177000
01/10/08 20:59
01/10/08 20:59
Joined: Feb 2004
Posts: 197
sebcrea Offline
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sebcrea  Offline
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Bulls***, total! First of all skeletal animation also has to be done by the artist, he has to rig the character ,make the envelope and animate (transfer mocap data to the rigged character). You are talking about simulation which always has been a technical thing, but originally you talked about procedural content.

So the script thinks like the artist would? We are no machines we are human beings our brain can come up with endless ideas, that have an influence on the entire creation process and you want to include all of them in a script?

It seems like you have no idea about character creation at all. Todays 3d artists see the difference between poser and handmade models. Artists are not in this world to hit buttons they are there to create something new and interesting.

Having good ideas is never a problem? Having ideas is no problem right, if you fall in love with the idea then it is a good one.

Some Programmers always seem to think that artist are not needed, but I don't get why ?

You should ask yourself a question: Who is the artist you or your computer ?

Re: Where's the Adventure? [Re: sebcrea] #177001
01/10/08 21:49
01/10/08 21:49
Joined: Oct 2005
Posts: 4,771
Bay City, MI
lostclimate Offline
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lostclimate  Offline
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Bay City, MI
I agree with phemox. the art isnt as much what your thinking anymore tho, they script becomes the artwork.

Re: Where's the Adventure? [Re: lostclimate] #177002
01/10/08 22:04
01/10/08 22:04
Joined: Apr 2005
Posts: 4,506
Germany
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fogman Offline
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fogman  Offline
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There won´t any big change for the artists. They´ll have their editors and authoring tools.
But the generated content won´t be saved as big file.
Not the final result is saved, but the way to achieve this result.

The border between artists and programmers will shrink.
Take a look at the script possibilities in most of the big modelling programs.
Then take a look at the approach of grafical programming through a network of modules.

And maybe, one day, they´ll understand each other.


no science involved
Re: Where's the Adventure? [Re: fogman] #177003
01/11/08 02:28
01/11/08 02:28
Joined: Mar 2006
Posts: 3,538
WA, Australia
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JibbSmart Offline
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WA, Australia
yeah phemox didn't say anything wrong, let alone "Bulls***, total!".

procedural content isn't necessarily about using other peoples' tools. good procedural content is about artistic programmers taking advantage of technology. it's not like they make the computer do all the creativeness for them. if they're doing it right then they're still visualising and producing art with the same level of creativity, just a different means of production.

one of the best artists on the blender artists forum generates a lot of his textures procedurally before touching them up manually, and i'm sure many others do this.

no good artists will make main characters in a game entirely procedurally. but if you want a world full of individual people, are you gonna model and design each one yourself? that would be utterly stupid. procedural characters could prove to be a very important part of large-scale games -- even ones attempting realistic and varied humans.

julz


Formerly known as JulzMighty.
I made KarBOOM!
Re: Where's the Adventure? [Re: sebcrea] #177004
01/11/08 02:52
01/11/08 02:52
Joined: Sep 2002
Posts: 8,177
Netherlands
PHeMoX Offline
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PHeMoX  Offline
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Joined: Sep 2002
Posts: 8,177
Netherlands
Quote:

Bulls***, total! First of all skeletal animation also has to be done by the artist, he has to rig the character ,make the envelope and animate (transfer mocap data to the rigged character). You are talking about simulation which always has been a technical thing, but originally you talked about procedural content.




That was only an example of how things inevitably will change, no need to get upset. As for your last sentence here though, you are wrong. It wasn't always a matter of calculated simulation for everything. Just remember the first days of motion capturing and so on, it took a while before it was effectively usable in things other than cutscenes or pre-scripted non-dynamic stuff. Just yet another example of how things changed, but all this happened quite gradually.

Quote:

You should ask yourself a question: Who is the artist you or your computer ?




I am and procedurally generated content doesn't mean the computer takes over. I never said artists aren't needed, quite the contrary actually,

Cheers


PHeMoX, Innervision Software (c) 1995-2008

For more info visit: Innervision Software
Re: Where's the Adventure? [Re: PHeMoX] #177005
01/11/08 10:20
01/11/08 10:20
Joined: Nov 2004
Posts: 7,121
Potsdam, Brandenburg, Germany
Machinery_Frank Offline
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Machinery_Frank  Offline
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Posts: 7,121
Potsdam, Brandenburg, Germany
The last posts sound like a war between programmers and artists. This is totally wrong. Artists and programmers belong to each other like man and woman, like water and earth, like mother and father. Everyone alone is just a lame spammer but togehter they can change the world.

Besides that both have to understand each other. An artist has to apply much techniques and has to use very complex tools. He has to understand the working of a computer, a game engine, physics, biology, machinery, lights, camera, coloring, scene-management, architecture and much more.
Many computer artists are skilled programmers and many game-programmers can model some content as well.
A good game programmer has to understand how lighting works, how colors work together, how to create shaders involving more lights and shadows, how to read and write model files, level creations and much more.

If you think you can separate yourself from the other then you are already on the lane to loose against every team. Then you are close-minded and simply did not understand the way how teams work and how games are made.


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