non so se puo' interessare...
Von: Butterfly Dragon (simone.spinozzi@gmail.com) [Profil]
Datum: 18.05.2008 19:59
Message-ID: <5b93551a-1808-496e-bfa5-0adadaa7a83a@a23g2000hsc.googlegroups.com>
Newsgroup: it.comp.giochi.rpg
Datum: 18.05.2008 19:59
Message-ID: <5b93551a-1808-496e-bfa5-0adadaa7a83a@a23g2000hsc.googlegroups.com>
Newsgroup: it.comp.giochi.rpg
Ricordo ancora che per qualcuno, qui dentro, si tratta di giochi di ruolo solo se c'e' il negozietto, l'inventario, e ci si picchia con i critici, quindi non penso che possa interessare a molti, ma ho scoperto oggi dell'esistenza di un piccolo gioiello: http://pcg.wikidot.com/ essenzialmente si tratta di una wiki sulla generazione procedurale (o elaborativa), ovvero, come dice "poeticamente" l'articolo che mi ha informato della sua esistenza (quotato qui sotto): "creare le regole e far fare tutto al computer" :) ================================ A wiki for randomly-generated cool stuff Ever wanted to know how some computer games randomly create scenarios, landscapes and the like? Bookmark the Procedural Generation Wiki, a fledgling home for the mindbending programming concepts that make it possible. It's all about creating the rules but letting a computer do all the work, then watching like a baffled god as unexpected wonders evolve before one's eyes. There's everthing from visual art generated on-the- go, to entire worlds modeled with landscapes, climates and histories. It let 1984's Elite contain an universe to explore in only 32kb of RAM; next year's Spore will bottle similar magic for a new generation of gamers. Created by Roguelike developer Andrew Doull, the wiki's only got a few articles so far, including a bumper list of games that use procedural techniques and Doull's six-part article, The Death of the Level Designer. Doull laments the lack of cellular automata-based content. Hear Hear! Sick of fractals, I once made a CA-based terrain generator. ================================[ Auf dieses Posting antworten ]
