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Originally posted by Barcs
The main issue I have with the idea of simulation is that whoever the programmer is, cannot be as advanced as they should be to have that capability in the first place. There are plenty of design flaws and just general discrepancies with that idea.
Originally posted by jonnywhite
reply to post by openminded2011
I know about this idea open. Procedural generated things are not new.
Here's the problem...
Temporal procedural generation is a different animal. It doesn't just involve mountains. It involves change-over-time. And that change has to make sense to a user.
We have accomplished a (rough) formula for planetary landscapes and (rough) solar systems (planets, moons, stars, etc) and (rough) galaxies and (rough) textures.
But (rough) is far from realistic.
What about creating formulas for life-forms? Again, whole different ball-game. We're FAR from being able to wrap up intelligence in a couple formulas. We do have formulas for movement patterns and maybe a few other things, but that's a far cry from a complete intelligence formula. Fact is, to create the illusion of strong intelligence, we'd presently use scripts, complex AI and lots of storage space.
Furthermore, procedural things cannot be changed by a user unless the changes are stored somewhere OR the changes are themselves procedural in nature. Players are NOT procedural... Any changes a player makes will be stored. and must then be included in procedural formulas. See, a program cannot know what a player will do, so it must store what a player does. And the more a player changes things, the more storage is needed and the slower it's.
What happens if your formulas are not realistic? What incomplete procedural things do is create the ILLUSION of existence and interaction and change. But if you examine them you will see it breakdown because roaming-algorithms are impractical. The whole point to use procedural things is to save space, but this comes at the cost of speed. This means you must sacrifice roaming algorithms that would create accurate interconnections. So if a user examines thigns closely, they will see no interconnections. Instead they will be underwhelmed by a kind of unprocessed chaos.
It's all about... if you stretch the illusion too far, it SNAPS. Then it's not good.edit on 23-5-2013 by jonnywhite because: (no reason given)