It appears you have not yet registered with our community. To register please click here...

 
Go Back [M] > Madshrimps > WebNews
Procedural Textures: Gaming Future Procedural Textures: Gaming Future
FAQ Members List Calendar Search Today's Posts Mark Forums Read


Procedural Textures: Gaming Future
Reply
 
Thread Tools
Old 9th November 2006, 14:06   #1
Madshrimp
 
jmke's Avatar
 
Join Date: May 2002
Location: 7090/Belgium
Posts: 79,021
jmke has disabled reputation
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 is offline   Reply With Quote
Old 9th November 2006, 14:11   #2
Madshrimp
 
jmke's Avatar
 
Join Date: May 2002
Location: 7090/Belgium
Posts: 79,021
jmke has disabled reputation
Default

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.
__________________
jmke is offline   Reply With Quote
Reply


Similar Threads
Thread Thread Starter Forum Replies Last Post
Microsoft’s Kinect for Xbox 360 – The Future of Gaming is Here jmke WebNews 0 15th June 2010 12:22
OnLive Game Service Preview - Is this the future of PC gaming? jmke WebNews 0 21st January 2010 13:32
DirectX 10: The Future of PC Gaming jmke WebNews 0 30th November 2006 18:42
DirectX 10 Preview: The Future of PC Graphics and Gaming jmke WebNews 3 30th October 2006 08:19
The Future of Gaming on the Macintosh Platform piotke WebNews 0 15th August 2006 11:32
DirectX 10 & the Future of Gaming jmke WebNews 0 2nd May 2006 09:37
Gaming PCs head for mainstream Sidney WebNews 2 25th April 2005 20:41

Thread Tools

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

vB code is On
Smilies are On
[IMG] code is On
HTML code is Off
Trackbacks are Off
Pingbacks are Off
Refbacks are Off


All times are GMT +1. The time now is 23:52.


Powered by vBulletin® - Copyright ©2000 - 2024, Jelsoft Enterprises Ltd.
Content Relevant URLs by vBSEO