Tag: Grammar Based Storyworld

  • Another “How to” for Procedural Level Generation

    Procedural generation is sprouting everywhere and authors are more than eager to share their results. This net installment comes from Nick Donnelly in his article in his article “Procedural Level Generation for the Dungeoning“.

    It is an interesting article describing why and fundamentally how he implemented procedural level generation. However, if one was to look for a more “Hands On”, technical description of what he did you would find more information in Josh Newland’s article and the GDC presentation given by Zack Aikman.

     

  • Physical Immersion

    I have a couple of article to share today that relate to the physical immersion potential of VR.

    The first article is the first “documented” experience of The Void. I have been suspect of the claims The Void has been making concerning its abilities to do what it is claiming to do. However, according to the experience in this article, it would seem The Void is on the correct path. I’m am just surprised how out of left field this technology is coming. However, given enough will and enough money, anything is possible. Go Team – Go!

    The next article, on the contrary comes as no surprise. This is a report of what they are doing at a lab at NYIT headed by CG godling Ken Perlin. The Holodeck lab is exploring the possibilities of physical immersion within the virtual environment while still maintaining a physical presence. I look for very big things to come out of this lab. I am very excited to hear about procedural pioneer Ken Perlin heading this endeavor. I look for the solutions or at least directions fro generating Grammar Based Themeworlds to come from this lab.

    Being an optomist, I am always impressed with the results of an overwhelming intention and some time an money. Miracles can happen. However, when I hear about the giants of the industry working on the same problems, I can’t help but be biased towards their solutions.

  • Improbable

    During my daily wanderings I happened to chance an article about a company in London, Improbable, obtaining $20 M in funding. Great job guys! Congratulations.

    I wanted to know more about who was Improbable and what are they working on. From my very brief introduction to their website and the brief lecture provided by their founder, Herman Narula, I can guess they are a simulation company providing content for games. I am not sure if their simulations are centered about “life” simulations such as the Simms or event simulations such as sports games, Madden, Fifa, etc. .Regardless, I think they are right track establishing what I call “Grammar Based Universes”.

    It will be interesting observing how this company develops. I hope for the best for these guys and hope they start providing solutions which not only simulate life and events within the context of the Storyworld but also generate content to populate the Storyworlds based on templates and style guides provided by the world’s authors.

  • Message From Kim Davidson

    Message From Kim Davidson

    While this is a sponsored add, I think Kim Davidson does a spectacular job introducing how procedural tools, such as Houdini, can be used for generating Grammar Based Universes. I believe, in the very near future, the consumer demand for digital assets and digital content will exceed the supply of available resources. In other words, there will be more demand for game, film and other digital media assets than the world’s digital artists can supply. Procedural techniques will be necessary to meet the demand. I further believe that for interactive Storytelling to take off, the interactive experiences will probably take place within Grammar Based Storyworlds. When the story worlds are Grammar Based, or procedurally generated, the individual experiencing the Storyworld is bound only by his imagination and rules originally generated by the Storyworld creators.