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Procedural Cities...

Apres les villes, Introversion s’attaque aux bâtiments…



The other major disadvantage is the amount of time it can take to dynamically generate content. For example, it might only take a fraction of a second to generate a single building in a city, but once you are generating an entire city with hundreds of buildings, as well as road systems, it adds up to some fairly noticeable load times.


This problem is especially evident with the aforementioned .kkrieger – there is a fairly long loading time at the start of the game while all of the content for its level is generated. This also means that a more powerful computer is required to run the game than if the data had been pre-made and stored normally.


Despite this, procedural content generation is a vital tool for small developers, and, some might argue, the future of the industry itself. With development costs spiralling out of control, publishers are becoming more and more reluctant to risk money by trying new things, preferring to stick with tried and tested methods, instead of creating original games.


By using procedural generation methods to drive down costs, developers could gain more freedom to test new ideas, and indeed, without procedural generation, small companies like Introversion probably wouldn’t even exist


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