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Procedural Texturing: Gaming's Future? [22675]

 
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ggrobot
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PostPosted: Fri Nov 10, 2006 12:41 am    Post subject: Procedural Texturing: Gaming's Future? [22675] Reply with quote

Bit-Tech just published pretty interesting article/interview called Procedural Texturing: Gaming's Future. The interview covers the use of modern mathematical techniques to create textures instead of the standard use of compressed image files.  Pretty interesting reading. Here's a taster:

At least 7

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Source: GGMania headlines
GGMania.com - Daily Gaming and Tech news
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yhancik
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PostPosted: Fri Nov 10, 2006 3:43 am    Post subject: Reply with quote

this is not what sony wants

bluraybluraybluraybluray
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Nosferatu
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PostPosted: Fri Nov 10, 2006 3:00 pm    Post subject: Reply with quote

Now that's a technological feat! The figures are unbelievable. Hope the conversion/creation of textures isn't complicated.
Such countries as mine (Ukraine) might benefit from it a great deal, cause the traffic is very expensive here.
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Genoism
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PostPosted: Fri Nov 10, 2006 8:00 pm    Post subject: Reply with quote

its not a feat its using stupid small texture files that are repetative. That means far less detail on walls, ground...etc. That really sucks because texturing one wall is going to make it look like every other damn wall down to the last pixel. Vs today where dev's hand craft just about everything and it looks much more real.
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Nosferatu
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PostPosted: Sat Nov 11, 2006 12:25 am    Post subject: Reply with quote

Well, maybe you're right. Probably AAA titles wouldn't benefit from this technology that much. I checked this Roboblitz arcade game though and it looked quite pretty, not much drawbacks made by developers I think.
And then you always have to learn and explore the technology to get the best of it.
At least it's an interesting workaround for the heavy-weight textures situation and a promising perspective.
That's just my vision.
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miglaugh
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PostPosted: Sat Nov 11, 2006 2:16 am    Post subject: Reply with quote

Genoism wrote:
its not a feat its using stupid small texture files that are repetative. That means far less detail on walls, ground...etc. That really sucks because texturing one wall is going to make it look like every other damn wall down to the last pixel. Vs today where dev's hand craft just about everything and it looks much more real.


You couldn't be more wrong. It's just about the opposite of what you said. With PT they can make the walls and everything be generated more randomly and dynamically, meaning that some artist doesn't have to make it look like it's real, they can design an algorithm to add scratches here and there using random numbers to designate locations. This stuff is done one pixel at a time, not with tiny textures. Thats why you need a much more powerful machine. A good thing quad core is here.
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