Wednesday, September 2, 2009

Procedural Destruction for the Gaming World

http://bldgblog.blogspot.com/2009/08/procedural-destruction-and-algorithmic.html


At the 2001 SIGGRAPH conference in Los Angeles, CA, Yoav Parish and Pascal Muller presented the mathematical city, they used an algorithmic approach for modeling a city topology that is realistic and is expected to appear within the next decade. Chris Delay, a game designer, was inspired by Parish and Muller, to develop Subversion, which is his latest project that is based upon generated cities for the gaming world. Delay started designing cities without the help of artists, and became one of the most expensive projects in game design to build a city from polygons and road layouts.

Marco Cobetta’s Structure, also into designing cities in the gaming world, created a basic engine to generate cities similar to games such as Grand Theft Auto 4, and at a cheaper rate. Corbetta takes his city design a step higher than others by making these cities procedurally destructible. It’ll be the next step that instead of running through walls of infamous iconic buildings, gamers will be able to destroy cities as if it’s the real thing.

Then the future question is what will the effects be once the gaming world has become completely interactive with violence?

2 comments:

  1. I'm not so sure that is the most interesting question. More provoking is the prospect that video programmers may become more adept at visualizing and designing cities than architects and landscape architects are. Consider if it is in fact possible to reduce something as complex as the behavior and ecology of a cities to a computational environment.

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  2. Aside from the obvious question of what the interactive city can cause for gamers potential future behaviors, I didn’t even think about what it could do for the architectural world. You bring up a good point.

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