Mister Blastman, on 04 August 2015 - 11:38 AM, said:
Unfortunately I believe firsthand experience more than a video. I have been playing around in procedurally generated worlds for several years now. And what I've come to see is awe-inspiring.
The naysayers will knock them, but us, the explorers, the ones who actually visit them, we know otherwise. We have no fear. We know how well they can be made and every machine will render them the same.
See, in Space Engine, if our detail settings are identical, I can tell another person to go to x planet around y star and at b co-ordinates and ... it will look the same. We don't share the map. We don't share anything. We both use the same code/engine and the random seed takes care of the rest. There's no uploading or downloading anything. There is no pre-rendering. It is all done real-time.
It all SOUNDS awesome.
I don't know enough about it to know for sure.
The video someone posted made it clear that the challenge is developing the "correct" rules or algorithms that would appropriately describe the worlds that you want built.
Different rules would be required for different biomes and settings including a wide range of texture resources for the different flora, buildings, terrain and other artifacts. Buildings would need to be logically linked with roads and connected to wilderness areas. In each case, a playable world would need to be generated so that there are no sections of the map that could trap a mech, not too many dead ends, or maze like constructs which would just make people wander around hoping to see an opponent.
There is a huge amount of work involved in building an engine where the only information you supply is a random number seed and out pops a playable world.
A world that is playable with the existing game engine.
I also don't know what polygon resolution is used in the current maps or how the lines of sight are calculated by the server during hit registration. Do the worlds generate identically on 32 and 64 bit machines? Would a numeric representation in 64 bit block a line of sight that was clear in 32 bit? (or vice versa).
As I said at the beginning it would be amazing if it could be made to work reliably with MWO mechs but I do suspect that it would be far more work to implement than PGI is ever likely to have time for. The only way I could see this working would be if someone wrote a procedural world generator for MWO and supplied it free of charge or very cheap ... or such a product was available commercially at low cost ... such that engine integration would be straight forward.