How does the procedural generation system works?
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kairunotabi | Date: Sunday, 02.03.2014, 05:05 | Message # 1 |
Astronaut
Group: Users
Philippines
Messages: 70
Status: Offline
| Hello, I am curious about how SE handles and manages to generate all of these cosmic stuff. I just want to know the theory, design and the implementation of it. I'm currently planning a Minecraft Total Conversion Mod to make a SE-inspired simulator based upon Minecraft.
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MackTuesday | Date: Thursday, 27.03.2014, 00:36 | Message # 2 |
Observer
Group: Newbies
United States
Messages: 8
Status: Offline
| I don't know if it's too late for this answer, but I suggest you look into Perlin noise, multifractals, and procedural terrain generation. There's plenty of stuff on Wikipedia and around the web. This game probably uses some incarnation of the old Starform code put together by one Matt Burdick way back in 1988. That was an enhancement of Stephen Dole's original ACRETE program and algorithm, developed in 1970.
Google "stargen" and "starform burdick".
The model used by Dole gives fun results but is simplistic and outmoded. Better models are available but they're computationally expensive. If you ask I think I can dig up some old references.
Maybe someday someone will take these new high fidelity algorithms and simplify them for more recreational use.
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