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New map generator

lensmanjelensmanje Member, NW M9 Playtest Posts: 10 Arc User
edited March 2016 in General Discussion (PC)
instead of pre designed maps you could use a system like elite to used seeded map generators to to generate new types of maps and dungeons as they generate 400Billion stars and ever thing in them from 1 seed value you could start with small random dungeons and maps and fine tune the generator over a period of time it would cut down on map load times and allow the much more detail on the maps with out the massive load times.
like have a seed for a area that then works down the pseudo-random number generator till it hits the point your at then works back up the tree to generate the visible area this would use the gpu and cpu cores efficiently and be far faster than loading massive maps. you could start in small areas and would allow the possibily of a proper exploration and getting lost.
It would allow you to generate the massive maps the underdark expansion promised

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    micky1p00micky1p00 Member, NW M9 Playtest Posts: 3,594 Arc User
    AFAIK, there is already a very good map generator in the game, that is not being utilized. It's called the Foundry, using a powerful map generation AI named "users". If only there were contests, prizes and select things integrated back into the game.....

    But more seriously, usually creating procedural maps and especially textures, collision maps and lighting maps requires fundamental engine support and looks like the game engine in place doesn't support anything like that.
    More so, it's much easier to generate in a single player scenario and much more difficult to generate for a multiplayer.

    It will also never cut load times, because the map must be generated server side (or it will be open to 'misuse') and then pushed to the client, meaning you must always redownload the map, or partly redownload and recompile it, in all cases it will take longer time than using fixed maps. And this is without even starting about map generation rules that will make the maps balanced and not one will be extremly difficult or long and the other easy / short.
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