Procedural Programming- The Secret Behind Spore
imashoe writes "Ever wonder how Spore works under the hood? The game seems to be insanely huge and how is it that there can be an infinite amount of different creates created in the game? The answer is Procedural Programming."
I really feel like the person who wrote the article doesn't know what he is talking about.
This article reads like pure garbage. Procedural programming simply refers to any form of programming in which procedure calls are made... ie. any mainstream imperative programming language. Does anybody really believe that games fill up multiple DVDs because there are too many IF statements? Editors, wake up please.
Perhaps the author is confusing Procedural Programming with Procedural Generation?
Life is wet, then you dry.
...that is, this game which had an "infinite" universe. The book Infinite Game Universe has some good discussions of this sort of thing, too.
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Oh come on, its only been 2 years. A lot of games have taken 3 years sense their first showing to the public till release. DNF is going on 11 years. No comparison really.
Uhh... No. A 3D cube has six faces. At any given time, at most 3 are visible in a 2D projection of a 3D scene. It takes two triangles to represent a square face (many 3D toolkits "really" only using triangles underneath). So, 6 triangles. So, the original poster was correct, you lose, do not pass go, do not collect 200.
Procedural generation
Spore
Terrain synthesis/generator - Terragen
Renderman shaders
Procedural animation
Practical procedural modeling of plants
Procedural planets
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Something not good going with slashdot choice of article lately.