phant Posted December 29, 2019 Posted December 29, 2019 I am not a developer and therefore i do not know the technical limits of procedural generation techniques but in some videos (especially regarding SC) you can see huge territories with a truly remarkable level of detail. Applied to DCS (hypothetically) you could have the entire "naked" globe available as a free territory and the purchase of maps as the possibility of applying all the necessary infrastructures (airports, cities, roads, etc ...). What do you think of the potential of this technology? Bye Phant
phant Posted December 29, 2019 Author Posted December 29, 2019 sorry but what is SC? Star Citizen. Bye Phant
Mars Exulte Posted December 30, 2019 Posted December 30, 2019 Yes procedural generation is a real thing. Doing it properly is not easy, especially with the ''real world''. Case and point, the new MSFS is using multi-petabyte PG, and still starts falling apart on closer inspection. It's also the sort of thing that needs to be incorporated pretty much from the beginning. So, while a neat wish item, it's irrelevant for practical purposes as far as DCS is concerned, at least for anything resembling near future. Де вороги, знайдуться козаки їх перемогти. 5800x3d * 3090 * 64gb * Reverb G2
Kang Posted December 30, 2019 Posted December 30, 2019 I guess there is some place for something akin to procedural generation in the tools to make maps for DCS, as in having an algorithm fill in 'generic' town areas with a set of buildings or such. As zhukov pointed out quite well, the trouble in using a real procedurally generated terrain here is that one expects DCS to more or less mirror the real world. This doesn't work 100% obviously, but it'd just not do if certain landmarks were out of place, like bridges, motorways, towns, airfields, port facilities... For the initial suggestion of having a 'very low detail' global map, it would probably be much easier to go with a satellite data based heightmap, try to automatically add waterways and then call it a day.
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