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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."

27 of 277 comments (clear)

  1. Well, no by ucblockhead · · Score: 5, Funny

    Given that I've only seen videos of someone else playing "Spore", I have to say, no, I don't wonder how it works. I wonder when the hell it'll be done.

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    1. Re:Well, no by zn0k · · Score: 5, Funny

      I wonder when the hell it'll be done. $ apt-cache showpkg spore
      Package: spore
      Versions:
      1.0
      Description Language:
      File: /var/lib/apt/lists/spore.maxis.com-i386_Packages
      MD5: b7b55c3327e373b0abee0ccb25902a2b
      Dependencies:
      1.0 - dukenukem3d
    2. Re:Well, no by ichigo+2.0 · · Score: 4, Insightful

      Duke Nukem 3D was released in 1996.

      I guess you meant Duke Nukem Forever. ;)

  2. Eh? by MrSteveSD · · Score: 5, Informative

    I really feel like the person who wrote the article doesn't know what he is talking about.

    1. Re:Eh? by mmacdona86 · · Score: 4, Informative

      Yes, the distinction that they are probably trying to make is that between procedural or algorithmic content generation and the more common situation where content is created individually by artists.

      The talk about procedural versus object-oriented programming is moronic bs.

  3. Crap alert by VeryProfessional · · Score: 4, Informative

    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.

    1. Re:Crap alert by geeknado · · Score: 5, Insightful
      I think that part of the issue here is that they've both confused the concept of procedural programming(and I'd be shocked if most games weren't programmed procedurally) with procedural generation then proceded to give a better description of the first.

      It's not that they're wrong that Spore is innovative this way(assuming it's ever more than vaporware), but rather that they do an exceptionally poor job of describing the way it works...The distinction here isn't between gated logic trees and 'actions', it's between static and dynamic content.

  4. Re:Typo in summary by buswolley · · Score: 4, Funny

    Yeah who here is sick and tired of crates being everywhere in games. I hardly ever see crates in my day to day.

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  5. Inifinite Creates? by eldavojohn · · Score: 5, Insightful

    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 word infinite gets abused quite a bit.

    I think you meant to say 'seemingly infinite' or 'infinite for all intents and purposes.'

    I've tried to think of mental exercises to challenge people with a concept of something being infinite. For example, if you had an object of infinite mass with no gravity, would it be possible for us to exist alongside this infinite object?

    Infinity has interesting properties and I challenge the use of 'infinite' in this summary. The article uses cautious words:

    Procedural programming essentially shrinks the technological world, allowing us to fit a lot more information in limited space, and allowing this information to interact in near infinite ways. The basic theory of how one would store infinite states of data instantly disqualifies any device I know of. Computers, game systems, etc. are ultimately storing data in a binary on/off form. You can story many bits of data and come up with many states very quickly. You cannot, however, store an infinite amount of states on a finite amount of bytes. There's just no way to do it. A very large amount of different states? Of course. But not an infinite amount.

    For the purposes of speculation, what would be the best way to give a user a seemingly 'infinite' number of states? Well, the obvious choice (and what random number generators on computers seem to favor) is to use time. Time is infinitely divisible (although the representation of that depends on decimal precision) and it is (seemingly) never ending. So one would base the resulting states in the game off of when a user entered input. It is still very easy to show that this is a many-to-one mapping. You can divide time down to a small enough unit that they are technically different moments yet the hardware that captures the analog input cannot discern between them.

    I think that this concept of 'infinite' states is desirable to gamers. And it's the states that you find yourself in in a game that were clearly not thought out by the developers that makes a game special. When you have a large freedom of configuration pitted against players with that same freedom, you have the core success behind real time strategy games where players would build cities and armies and pit them against each other.

    I don't think this claim can ever be made when a digital machine is being used. I guess you could design a program that would adjust to the size of the machine and extrapolate the amount of precision it used to measure the moment at which the user clicked the remote button and then stamped this number on the create's forehead (or some other form of uniqueness). But, I do not know enough about how the CPU acquires the time stamp. If it's a quartz crystal, this is only accurate to the number of vibration the crystal makes per second with electricity pumped through it. I have good reason to believe you will always encounter some theoretical issue or barrier when trying to achieve truly infinite implementations. Best to leave that word where it belongs: in mathematicl proofs and scientific theories.
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    1. Re:Inifinite Creates? by Fractal+Dice · · Score: 4, Insightful

      The word infinite gets abused quite a bit.

      I agree ... but you really need a good catchy word for "cannot have all possible states represented even if you harnessed every grain of sand in the universe".

      According to one of the talks, a Spore world is about an 80K data structure when compressed. 2^640000 is a really big number. My fuzzy back-of-the-napkin count gives something like 2^240 hydrogen atoms in the universe. I think hard math either needs to learn to share the word infinite or it had better file a trademark :)

    2. Re:Inifinite Creates? by advance512 · · Score: 5, Funny

      Good god, you silly putties...

      Why do you bother typing in these comments? No one thinks you're any smarter now than they did before reading your message. If anything, they think you don't have a sense of humour.

  6. Ad for Bona Fide Reviews by thegnu · · Score: 5, Funny

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  7. Procedural Generation? by Asgerix · · Score: 5, Informative

    Perhaps the author is confusing Procedural Programming with Procedural Generation?

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    Life is wet, then you dry.
  8. want to be "evolutionary"? by SolusSD · · Score: 5, Interesting

    use a functional programming language. prove mathematically that your functions are correct. and technically, it should be fairly easy to write compilers that automatically thread the program due to the nature functions are written in a functional programming language. i encourage everyone, especially the writer of this article, to read up on it. Haskell (a programming language) is a good place to start.

  9. All you need to read is this sentence... by Anonymous Coward · · Score: 5, Insightful

    "The basics of sequential programming are all object oriented."

    That pretty much captures how well the author understands programming.

  10. Article Sucks by jlarocco · · Score: 5, Insightful

    That article is terrible. It reads like a 9 year old trying to explain something he doesn't understand.

  11. Functional by hey · · Score: 5, Interesting

    *Functional* programming sometimes seems like magic. Maybe that's what they are talking about.
    Its not new but still cool.
    http://en.wikipedia.org/wiki/Functional_programmin g

  12. Re:Typo in summary by Anonymous Coward · · Score: 4, Funny

    I kept jumping up, punching this one crate, just waiting for the gold coins or extra man to come out. Instead, one of the loading dock guys just chased me away.

  13. Re:procedural generation anyone? by thefear · · Score: 4, Funny
    From TFA:

    So why can't this be used in games like spore? Well in games with so many options, the IF/THEN list becomes so long it becomes scrambled. Several calls to previous points in the list are made and the whole thing gets disorganized
    Its not just the title, the entire article is written like that.
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    :(
  14. Yeah. IOW, this is a new low. by Concern · · Score: 4, Insightful

    Indeed - I'm sure you're exactly right. This looks like a new low for /. novice "tech" "writing" - and for this site for picking it up as a story.

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  15. Comment removed by account_deleted · · Score: 4, Interesting

    Comment removed based on user account deletion

  16. Re:Typo in summary by Anonymous Coward · · Score: 5, Informative

    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.

  17. Re:Attention Procedural Programmers by mikael · · Score: 5, Informative
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  18. bzzt, wrong. by Inoshiro · · Score: 5, Interesting

    They meant procedural content generation, like L systems, used to make believable looking plants that grow and change over time.

    It's all about repeated iteration over a particular type of finite automata with a particular string.. Easily done if you've taken your 3xx/4xx graphics an theory classes, but perhaps past what most technology reporters are capable of.

    So, to summarize:
    * C is an example of procedural programming.
    * Haskell is an example of functional programming.
    * L-systems are an example of procedural content generation (content generated by a procedure, in a deterministic fashion).

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    1. Re:bzzt, wrong. by fireboy1919 · · Score: 4, Insightful

      So, to summarize:
      * C is an example of procedural programming.
      * Haskell is an example of functional programming.
      * L-systems are an example of procedural content generation (content generated by a procedure, in a deterministic fashion). To continue the summary (and clarify):
      * Marshmallows do funny things if you lower the pressure enough.
      * Cheeseburgers are often considered delicious
      * Like the above comments, programming language type is a red herring. Procedural content generation is a misnomer. It just means that the content is mostly programatically generated on the fly instead of being simply rendered.

      It's all about repeated iteration over a particular type of finite automata with a particular string.

      And then then string is the content, isn't it? Interesting point here is that this is something of a continuum. You could make your procedures more complex, and then require less content to produce the something. On the other hand, you could go the other way and have absolutely every piece of content actually be written in your programming language.
      When you think about it that way, it becomes a lot more obvious.
      You're talking about whether most of the work is going into the content creation, or into the rendering engine.

      If most of the work is in the engine, it's really easy to make lots of new kinds of content since you don't have to do as much work to make the content. However, making a powerful engine sure requires a lot of work, doesn't it? You have to make your engine handle absolutely every special case that you could ignore if it wasn't normally applicable to a very specific content instance.
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  19. The article in a nutshell by Dormann · · Score: 4, Funny
    • Programs use if statements
    • The more complex the program, the more if statements
    • FF7 filled 4 CDs with if statements
    • Spore is even more complex than FF7
    • Spore must be using some new programming paradigm
    • I'm confused about what the paradigm is or what it's called, but I'm sure it uses fewer if statements
  20. The article already removed from bonafidereviews by S3D · · Score: 4, Informative
    The link form TFA no gives:

    We appreciate the honest feedback and correction regarding the content of this article. While it was well intentioned, it was inaccurate and for that we apologize. Accordingly this article has been removed.

    Something not good going with slashdot choice of article lately.