I mentioned in this week’s diecast (around the 18:30 mark) that I thought Rebel Galaxy would have been improvedother flaws not withstanding if it had some procedurally generated spaceships, instead of just the stock ones. If proc-gen is an unfamiliar term, Shamus has written a few articles on it. Okay, more than a few. Actually, it’s all he talks about when he has time to stop complaining about videogames, but you know how life is, what with work and family and sleep, who has time for obsessions?
So, why am I talking about proc-gen then? Well, it’s an obsession of mine as well, and a large part of what drew me to this site. I could go on about my own projects but I think we’ve done enough introduction, so instead let’s make apractically unlimited set of
procedurally generated spaceship!
The right way to start a project like this is to decide on a programming language, and some code conventions. Then you set up your development environment, and begin writing header files. No, wait, that’s not right. That’s how to… actually that’s not the right way to do anything. To design something you need a goal, not a set of processes. In this case the goal is to program the computer to be able to design and model spaceships, and that’s basically impossible if you can’t even…
Continue reading 〉〉 “Procgen Spaceship”
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