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by dkhar
4180 days ago
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If you want knowledge from the same pool Ritter's drawing from, check out this blog post[1] about fr-041: Debris by ryg. Now, keep in mind, Ritter didn't do work on Debris as far as I know, but he's spent a lot of time with the people who did, and some of the ideas in NOWHERE have their origin in that scene (a lot of it is totes original, but you're asking about procedural generation, and procedural generation is definitely a demoscene thing). Before game dev, Ritter was known as a musician and a demoscener (if you don't know what the demoscene is, do some googling -- it's deffo worth it). The demoscene group he was part of broke exciting new ground in the mid 2000s by releasing some productions that packed ridiculous amounts of content into a very small size by procedurally generating lots of things, like textures and geometry. The greatest of these demos is called Debris[2], and some consider it the best demo ever. Ryg's article is basically a big index of articles explaining how parts of Debris were written, as well as how they work. [1] https://fgiesen.wordpress.com/2012/02/13/debris-opening-the-... [2] Watch it here: https://www.youtube.com/watch?v=mxfmxi-boyo and keep in mind that everything you're seeing was rendered in real time by a single executable 177kb in size. [3?] Also worth looking at: http://www.iquilezles.org/www/index.htm |
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