» Wed Jun 13, 2012 5:09 am
The world limitations essentially come down to console limitations (if you go for the most limited device, which is the PS-3, you have all of 256megs of system ram to play with, as you have half the memory pool of 512megs assigned to share with the GPU), and design choices. Procedurals and fractals are more than capable of generating large worlds; I refer you to the Vue application. You can literally create a planet procedurally, place the camera in orbit, and dive through the atmosphere, down to the nap of the earth, and have all the detail you want. A simple grayscale map can drive 'platform' locations to clear the trees and what not, giving you areas to place structures. Another map can establish what size of building goes where, and -those- can be procedurally placed, as well. Is it realtime? No. But then, it isn't a game engine, either. Much of the render time is due to lighting, and how it interacts with transparencies and translucent materials; you can create your world, bake the illumination into lightmaps, and your render is considerably sped up. The same technology can be scaled back, and you can create a 1:1 world where the wilderness is fully procedural. Trees, rocks, etc. Rivers and streams are nothing but a displacement map applied to the base terrain. And you would never be able to tell the difference between it and 'that which has had every rock placed by hand'. Hopefully by the next game there will be new consoles out (it would also help if the consolians whined a bit about how limited their game appliances are compared to modern hardware and software. The game studios will love you for it), and an increased memory pool to use.
Once the world data set is created, then you place your affectors by hand.....although that isn't really neccesary all the time. For wilderness encounters, those could be placed by mask, by percentages, what kinds of beasties could be driven by terrain altitude as one factor, ensuring that fish stay in the water, birds in the air. Just as you could place 'borders' on the procedural terrain, to limit where things are active in relation to the player character.