View Full Version : Procedural City
Kornman00
January 29th, 2010, 05:35 AM
Article Link (http://kotaku.com/5455120/will-crysis-2-be-able-to-render-new-york-city-like-this).
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The recently revealed New York City setting (http://kotaku.com/5453079/crysis-2-welcomes-you-to-a-new-jungle-new-york-city) for Crysis 2 (http://kotaku.com/tag/crysis2/) was met with just a touch of disappointment. "What of the open environments?!" commenters cried. Well, if Crysis 2 uses this tech, I don't think openness will be an issue.
Reader Jay tipped us off to this "Structure Procedural System" tech demo, which can generate building interiors dynamically, without overtaxing the memory of, say, the non-upgradeable consoles that Crysis 2 is coming to. And since this system was developed by Crytek programmer Marco Corbetta and 3D modeler Miragoli Gianluca—who doesn't work at Crytek to the best of our knowledge—it's not out of the question.
If Crytek can apply some of those fancy graphics to a system like this, we might not be too unhappy to shoot up Crysis 2's concrete jungle.
Lateksi
January 29th, 2010, 06:47 AM
I thought they'd use something like this, the game setting in the city and all. But did you notice in Crysis the non-organic materials looked only decent. I hope they'll improve them and make them look as good as plants etc.
Kornman00
January 29th, 2010, 10:01 AM
I've never played Crysis, just thought the community would take interest in this :)
StankBacon
January 29th, 2010, 10:12 AM
that's pretty impressive, id love to see a game use this tech.
Jean-Luc
January 29th, 2010, 10:23 AM
It's an interesting technology but it would need some serious modification for it to live up to Crysis's high standard of visuals.
Con
January 29th, 2010, 05:47 PM
Procedural is the way of the future.
paladin
January 29th, 2010, 07:03 PM
Thats amazing, can the destruction be tweaked to be more realistic? Also, if you blow out every wall on a floor, does the building collapse?
Chainsy
January 29th, 2010, 08:09 PM
Wow, everyone, they just wanted to show off how it works, they're not going to put the time to add particles and a bunch of perms and make it look like a retail game with great shaders and textures. They wanted to get their point across, obviously if it's implemented into crysis it will be majorly enhanced as there will be time to do those things. They're not fools.
Jean-Luc
January 29th, 2010, 08:13 PM
Jesus Chainsy, calm down. Last I checked, nobody here was criticizing this technology on any level.
Timo
January 29th, 2010, 08:29 PM
Wow, everyone, they just wanted to show off how it works, they're not going to put the time to add particles and a bunch of perms and make it look like a retail game with great shaders and textures. They wanted to get their point across, obviously if it's implemented into crysis it will be majorly enhanced as there will be time to do those things. They're not fools.
Are you in the right thread???
Con
January 29th, 2010, 09:39 PM
All this demo was showing off was the procedural generation and nothing more. I wish they talked more about how it was done, especially on the larger scale like planning streets, placing buildings and scenery.
Chainsy
January 29th, 2010, 09:50 PM
What...? I didn't mean for that post to come off as angry? :raise: Sorry if you took it that way...
Higuy
January 29th, 2010, 09:55 PM
What...? I didn't mean for that post to come off as angry? :raise: Sorry if you took it that way...
You were acting like everyone thought it was amazing becuase of the graphics. Or thats how it came out, in your post. No one ever said they were awesome, the video was just showing how the destruction works.
Chainsy
January 29th, 2010, 10:00 PM
No, I was saying that everyone was talking about how they hope the graphics will be more realistic, when it was obviously a demo just to show the actual working of it. Sorry if it came off rude, I just like good grammar so I guess I can understand if the periods kind of make it abrupt and seem harsh, my bad. :smith:
Pyong Kawaguchi
January 29th, 2010, 10:09 PM
Cool, is there a download or something for this?
I'd love to experience it :P
Rob Oplawar
January 29th, 2010, 11:31 PM
Very cool. The logical application of the numerous procedural environment generators I've seen. I hope to see this in games very soon- if not Crysis, definitely the next GTA.
Siliconmaster
January 30th, 2010, 11:49 AM
Very cool. The logical application of the numerous procedural environment generators I've seen. I hope to see this in games very soon- if not Crysis, definitely the next GTA.
I was just thinking that. GTA IV seemed endless... until you learned the city map well. The concept of a never-ending city is just :iamafag: Plus finally doing away with the "locked door syndrome" is a beautiful concept.
Dwood
January 30th, 2010, 12:04 PM
I was just thinking that. GTA IV seemed endless... until you learned the city map well. The concept of a never-ending city is just :iamafag: Plus finally doing away with the "locked door syndrome" is a beautiful concept.
It'd be interesting to see how to make an engaging story line while using a system like this. If this is ever released for people to make their own stuff with it I am definitely doing something with it.
Huero
January 30th, 2010, 01:22 PM
this is exciting. i want games with this.
Limited
February 1st, 2010, 06:05 AM
Very cool, but I get a sneeky feeling we will see the same building with same interior all over the city and it will get repetitive.
Con
February 1st, 2010, 01:21 PM
Very cool, but I get a sneeky feeling we will see the same building with same interior all over the city and it will get repetitive.
It obviously doesn't have to be the same. That's the beauty of this; they can base whatever system they want off of it. Hell, they could use just the interior generation only. It wouldn't be difficult to tell it to randomize (or coordinate) things like layouts, textures, etc.
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