[Case study]Procedural Generation Computer technology

LOTS OF INCORRECT STUFF.

Eh?

1 seed, for the entire galaxy. Probably MT64. The first is for the galaxy 'cube'. The next 8 values are the seeds for the 8 sub cubes until we get low enough to move from seeds to density values. The number is now used to form star systems based on the density. The value from the star system generator is used to build the planets. The value for the planet is used to seed rivers, cities, etc.

All from 1 number that IS NOT RANDOM.
 
Wow, those last posts managed to make the magic behind math boring as hell. Achievements get... here, have no rep people.
 
Schweppes maybe :D

Uma-Thurman-Pub-Schweppes-2011.jpg
 
Okay, lets dispel some myths...

All of the planet surface generation is done locally in real-time on your CPU/GPU and it uses a Voronoi pattern as it's base. There is no 'cloud' solution out there churning data for it.

You don't need a super computer to calculate all this because you only calculate just enough, it's all about choosing a level of detail from your current point of view; think fractals.
 
And I assume topological data involved in current planet texturing will be used to generate terrain through sparse voxel octrees and marching cubes when planetary expansion will come.
 
And I assume topological data involved in current planet texturing will be used to generate terrain through sparse voxel octrees and marching cubes when planetary expansion will come.

I do love SVO's, they would be nice but that's a huge assumption, your premise is on the right track however.

Like with any fractal, you take the sparse data from the prior generation and interpolate more detail on top of it; using whatever technique works for your needs.
 
Yeah, I've seen that before. Here's one (albeit not as good looking) in 1K. That's exactly the kind of thing David Braben was trying to avoid, however. Where are the overhangs and caves? Where does the water in the lakes and seas come from and go to? There's a lot more than a height map and textures required to do a convincing job in this game. How they do that procedurally will be interesting to see.
Do you mean that Braben is trying to avoid the height maps in those demos or coding in assembly for speed?
I have confidence they'll come up with a more involved algorithm with overhangs and caves; they don't have a 1k or 4k limit.
I noticed that Dwarf Fortress starts with a random height map, and after making that, simulates erosion by flowing water.
 
Who can do more, can do less. Once you have a 3D scalar field, you can generate a marching cube mesh, but a simple heightmap too convertible as normal map as a placeholder.
 
You can make overhangs/caves etc by using a displacement method called vector displacement, but I've never seen that used for games. More realistically, those types of features would probably be modeled in the traditional way and placed into the scene by hand. They could be modular assets like the component parts of a space station, able to be rearranged to fit a specific environment.
 
You can make overhangs/caves etc by using a displacement method called vector displacement, but I've never seen that used for games. More realistically, those types of features would probably be modeled in the traditional way and placed into the scene by hand. They could be modular assets like the component parts of a space station, able to be rearranged to fit a specific environment.

I believe the CrYEngine at least supported it: https://www.youtube.com/watch?v=Lha8SgQ_4fE

Modular assets are a possible approach, but I don't think they will scale enough for what is planned.
 
I believe the CrYEngine at least supported it: https://www.youtube.com/watch?v=Lha8SgQ_4fE

Modular assets are a possible approach, but I don't think they will scale enough for what is planned.

Aye more useful for stations, or buildings. The basic terrain itself is, as David has said many times before, actually very easy to do. Like K says they've said they could do that tomorrow. Probably cos they already have done it maybe. :)

What they are going to work on is making it worth visiting.
 
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Soo 400,000,000,000/365= 1,095,890,410.96.

So the question is it reasonable to calculate the almost 1.1 Billion planets worth of geologimiwatsits a day?

WIth PG you calculate as you experience - you do not load the entire galaxy everytime someone logs in - you just generate the bits they see as they arrive there.
 
Personally, I'd imagine that voxel a landscape may be a good idea for this sort of application.

Minecraft is a decent example of the basic concept, whereas EQN landmark et al. are better examples of rendering a voxel landscape.
 
Problem is that we just don't know for sure how FD will do it :D
What we have seen is nothing compared to what we will get, the big one mio. dollar question will be how far down the rabbit hole you have to go?
 
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