• @[email protected]
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    37 months ago

    How do you think modern games are made? Procedural generation is used all over the place to create materials and entire landscapes.

    • @[email protected]
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      67 months ago

      But never ships clientside.

      These tools have been grudgingly adopted, but only to make ‘let’s hire ten thousand artists for a decade!’ accomplish some ridiculous goal, as measured in archaic compressed textures and static models. The closest we came was “tessellation” as a buzzword for cranking polycount in post. And it somehow fucked up both visuals and performance. Nowadays Unreal 5 brags about its ability to render zillion-polygon Mudbox meshes at sensible framerates, rather than letting artists do pseudo-NURBS shit on models that don’t have a polycount. And no bespoke game seems ready to scale to 32K, or zoom in on a square inch of carpet without seeing texels, even though we’ve had this tech for umpteen years and a texture atlas is not novel.

      Budgets keep going up and dev cycles keep getting longer and it’s never because making A Game is getting any harder.