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Raph Koster has updated his blog with a look at the creation of the dynamic world of Star Wars Galaxies. The post gives a detailed look at the complexities of creating a world from a design perspective.
Procedural environments have a sameyness to them, though. If you have the rules tweaked enough, they can actually add more detail than a human will, because the algorithm isn’t bound by time constraints. But you need quite a lot of fine detail variation on the rules to get back to where the terrain really does surprise you. Like the real world, most of it is fairly bland. (In fact, one of the classic videogame map tricks is to heighten slopes dramatically compared to the real world; after all, most real world slopes are much gentler than 30 degrees!)
Read the full post on Raph Koster's blog.
Comments
And now I am littered with sweet memories and the pain of loss of a game that is far far away.
Thank you.
then go play
best housing ever
Best class system back when we had 40 or so classes and we could 2 and 1/2 total clases combined
Gone are the days of complex mmo gaming .
DEFINITION OF REALITY: Graphics ok, Sound ok, Gold drops need more work...
Last time I checked the emulators were either poorly populated or slated to be wiped several more times. I'm not sure I need to lose more beloved characters.
sorry it's not that i don't accept your opinion but that's talking apples and oranges.
other than that the EMU is running a very stable PreCU SWG and its devs are implementing more and more with way fewer wipes and restarts ever.
faster pussycat - kill kill kill