Monday, August 11, 2008

Procedurally Generating Worlds


Jim Rossignol writes in Wired about the use of algorithms to create procedurally generated worlds.
A tool that harnesses the power of algorithmic code to create giant worlds is a life-line to small developers who, as Rossignol notes, dont have the man-power of a Rockstar Games to create the individual alleyways and architecture of a New York size city.

I've often thought, since Sim City 4 refused to allow the computer to generate fresh terrain for me (couldnt be arsed to build mountains and spray trees and bears everywhere), about the application of algorithms to create landscapes.
So far, such tools are only practical for the broad and stylistic worlds of upcoming indie games such as Love or Introversion's Subversion. However I can see it eventually becoming useful to such world-crafters as Bethesda, whose giant lands tend to be rather sparse and dappled with cookie-cutter huts and villages. With an algorithm creating the world for them within defined parameters, it would free up man-power to individualise the virtual landscape and add depth to their virtual country, something for which they have had to rely on an army of unpaid, independent modders to add after the fact.

Algorithms will soon be able to paint the broad strokes of a developers work, allowing them to focus on the finer details.

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