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Me the III

Member Since 11 Apr 2009
Offline Last Active Mar 30 2015 08:38 PM

Posts I've Made

In Topic: AI Code War - An idea in progress..

12 April 2012 - 02:53 PM

Didn't we have a similar event some years ago? Though I think that did not add development time constraints.
Can assume that it'll work this time too. Perhaps could be interesting to restrict 'access' of AI's on code level, meaning that it would not be possible 'cheat out of limit' even if trying (i.e. changes to X\Y position are overriden by movement to offset location).

Yeah, we did. It died before I actually had the chance to submit anything :P

That was a TDS environment, where it did indeed have strict restrictions on the bullets that could be fired (had to use the same image), health amount, etc. Really, I think that came down to feeling like a movement-optimization script more than anything else because it was rather strict.

Perhaps you could implement (this is just an idea) a system where you can "buy" the right to break certain rules, perhaps by bartering off other stats in return, like movement speed, defense, health points, etc. This would shake things up greatly, I feel. Instead of having a set amount of health and damage I could do, give the player a set amount of points they could point toward leveling up any stat, with some super-stat options, like the ability to fly or have more freedom with bullet design itself. The programmer would have to include what points they spent where when they present their creation.

In Topic: Development Plateau

23 January 2012 - 10:51 PM

It won't stop until we have systems that envelop the player in a 3D environment -- complete with weather, smells, and tactile sensations. Like the holodeck on Star Trek...

So it just plateaus on a whole other level. Though to be quite honest such things would probably be much more easy to accomplish via some form of dream-state as opposed to the holodeck-esque vision of Star Trek...after all, why re-invent the wheel when everything necessary is in the player's head? Doesn't know what that smell is like? That's okay, it can come bundled with the game's resource pack.

Of course, truly immerse environments will undoubtedly spark a revival of game ethics reviews unlike anything we've ever seen before, if the trouble arising from lucid dreaming has anything to show us historically. Players could potentially become so engrossed in realistic worlds that after a while they will no longer be able to tell what is reality and what isn't.

In Topic: Development Plateau

23 January 2012 - 01:13 AM

Have you ever watched a film by Pixar? Most of the textures are made by the computer. Even the models are artificially made. All the artists do is draw a very basic model, then the computer adds details and artificial textures.

I think that's an quite an oversimplification...but I get the point being made with the movie industry.
And I never did consider what happens when graphics reach that magic level of realism...once that is achieved, the expense can only fall.

In Topic: Development Plateau

21 January 2012 - 07:09 PM

I'd like to see a computer make something like Jake's signature before I cede that task to computers.

In Topic: Development Plateau

21 January 2012 - 04:54 AM

Actually, this Ecildeon thing or whatever is just a voxel engine. Instead of defining a sphere, let's say, by polygons, they define it mathematically, meaning it has 'infinite' quality. Not quite. The engine cannot cope very well with moving objects or animations - it uses point cloud data. Voxel engines were first uses in the late '80s for basic 3D graphics, so its nothing new. Sure, it's interesting, but it isn't quite revolutionary.

I think it really boils down to this "efficient new algorithm" for sorting through the voxels...but I guess we'll see.

I don't think the barrier here is the hardware, or even the technology. It's money. In large scale game development time quite literally = money. Regardless of what technology you use to render them, art assets still take time to create.

That's really the direction I approach things from. Even with the render technology, the cost of actually creating, if nothing else, the textures, surely will only get more expensive or plateau. Just interested in seeing what other people envision.