[casual_games] Procedural rendering - again
Austin Haas
austin at pettomato.com
Sun Jan 8 14:40:55 EST 2006
I momentarily overlooked the fact that you can now draw bitmap graphics from
scratch in Flash, so you should be able to implement most any procedural techniques.
-austin
Austin Haas
Pet Tomato, Inc.
http://www.pettomato.com
Austin Haas wrote:
> I, for one, am interested in procedural methods. I think there are a lot
> of Casual Game markets where file size still matters. Cell phones, for
> one. Set-top boxes might be another. Our company makes browser-based
> Flash games, and most of our clients want these games to be <2MB. Bill
> Gates is reported to have said at one time that "No one will need more
> than 637 kb of memory for a personal computer." Seems to me that file
> size will always be an issue.
>
> Are there any procedural libraries, methods, or algorithms in use for
> Flash? I've never seen anything practical.
>
> I don't really understand the statement that it's not worth the time.
> Whose time? Certainly, it's worthwhile to invest in code libraries and
> tools. If someone else makes the library, then it might not cost me
> anything. If I can render a beautiful landscape procedurally, rather
> than paying an artist, then that's a savings.
>
> -austin
>
> Austin Haas
> Pet Tomato, Inc.
> http://www.pettomato.com
>
> Ron wrote:
>
>> > So on one hand I could spend my time developing the tech and tools to
>> > make procedural graphics and SVG and whatnot and have a download
>> size of
>> > 2 MB. OR I could actually make a game, use the standard "brute force"
>> > approach and have a 10 MB download. Of course it's the second one that
>> > pays the bills :)
>>
>> 2MB...10MB...does it really matter? My guess is the the vast majority
>> of casual game buyers have broadband connections (am I wrong), so the
>> download difference is going to be measured in seconds.
>>
>> I agree with Gabriel, it's just not worth the time.
>>
>> While there are some interesting (artist?) reasons for using procedure
>> effects, I don't think saving space needs to be one of them.
>>
>> Ron
>>
>> Gabriel wrote:
>>
>>> I thought downloadable/browser game developers would be
>>> extremely interested
>>> in procedural graphics (be it vector-based such as Flash or
>>> pattern/texture
>>> generators) because of the significant decrease in download
>>> size it can
>>> mean.
>>> [...]
>>> If I was a downloadable game developer, this would be one of
>>> my top
>>> priorities. Is it not for you?
>>>
>>> As a developer, engineer and geek, yes it is. If I had infinite time I'd
>>> explore procedural content generation (textures, cities, entire virtual
>>> worlds), directly rendering SVG or SWF, and many other cool things.
>>>
>>> However, I don't have infinite time, so I have to choose what do I do
>>> with my limited time. Designing and making a game is a *huge* amount of
>>> work, and I'm not even counting the also huge amount of work done by the
>>> artists!
>>> So on one hand I could spend my time developing the tech and tools to
>>> make procedural graphics and SVG and whatnot and have a download size of
>>> 2 MB. OR I could actually make a game, use the standard "brute force"
>>> approach and have a 10 MB download. Of course it's the second one that
>>> pays the bills :)
>>>
>>> Bottom line : yes, it would be cool to do. No, it's not a priority. Of
>>> course, if you make games as a hobby, your priorities equation may be
>>> different.
>>>
>>> --Gabriel
>>>
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