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jmke 9th November 2006 14:06

Procedural Textures: Gaming Future
 
We recently published a widely debated news story about one company's claim that its new texturing process will make games 70% smaller. That company is called Allegorithmic and the technology the guys there are developing is designed to keep texture quality standards as high as they are now, whilst making the size of the texture files 90% smaller. The key to all this? A little thing called procedural textures.

jmke 9th November 2006 14:11

aha, if games use this that extra CPU power actually be used for something more than just particles :)

Quote:

They will be also be able to play 'Living' Games. What are living games? It is the same concept that Ken Kutaragi recently called "4D" games. I'm talking about games that 'evolve'. Watch the demo (.mov link) of the bathroom getting old. All that will be possible thanks to procedural content creation.

In terms of how these textures are 'living' do they contain all the data to age within the texture, or does an external computation have to occur to make them age?

It's all computation so you don't need to store all the intermediates nor the shapes of the impact all that is computed. So you can imagine a car hitting a wall, the car has a certain colour, shape, weight, speed. The physics engine then computes the impact vector field on the wall this vector field can be used to modify the textures in its inner properties and modify the normal map, the colour map, etc. according to all these parameters. Nothing has to be stored in the memory, it is all computed.


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