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I've long believed that procedural content is not the end people were thinking of it as, but a means. Rather than treating it as "the way content is created", it should be built into the tools used to create content.

Imagine this: You create a new area in your game tool. You're presented with a blank map. You generate a random terrain based on some parameters, then you go in and start painting. You paint some forests, some cities, etc. Then once you have the high-level map, you can zoom in and start painting trails in the forest, specific buildings in the city. Where there are forests, you'll see a random mix of trees, rocks, etc. Your trails cut through this and meander a bit randomly, send off some forks automatically. But you have the power to override this anywhere you want to, e.g. to put in specific things related to quests or story.

By mixing high-quality procedural generation with designer input and direction, I believe you can achieve great things. In fact, I think it's the only way we can reduce development costs while keeping standards of quality up; with the budgets involved in AAA titles, it's the only way I see forward.



Yes.

I like the way that Dungeon Crawl Stone Soup does it - they have a bunch of carefully crafted dungeons with procedurally generated stuff too.

(http://crawl.develz.org/wordpress/)


Spent quite some time working on something like that. (With a rendering backend that can only be described as insanely brilliant. Sadly, that was not my doing ;)

It's a bummer our studio got closed :(


What happened to the code?

If you're not doing anything with it, why not open source it?


Because I don't own it. Tends to happen when you work as an employee :)

As far as I know, if we're really lucky it lingers as a backup somewhere. I don't think anybody is actively using it, or even looking at it.


What about the rendering backend made it so brilliant? I'm a graphics guy and that piqued my interest...


Incredibly dense storage for incredibly large areas (10km^3), the ability to generate arbitrary levels of detail for terrain from the source data on the fly, and the ability to "patch" any level of detail with artist-supplied data.




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