The Altera Centauri collection has been brought up to date by Darsnan. It comprises every decent scenario he's been able to find anywhere on the web, going back over 20 years.
25 themes/skins/styles are now available to members. Check the select drop-down at the bottom-left of each page.
Call To Power 2 Cradle 3+ mod in progress: https://apolyton.net/forum/other-games/call-to-power-2/ctp2-creation/9437883-making-cradle-3-fully-compatible-with-the-apolyton-edition
I think it'd be amazing, although i will probably screw around with initial few phases (up to sentience) the most. I loved SimLife even with its limitations (12 years ago or so it must be, maybe 15).
Originally posted by Adagio
Anything wrong with that? Some people like to spend a few sunday hours playing solitaire
Dude! It's totally all about FreeCell.
I don't know, I think the game might be pretty popular if only because it's like the Sims taken to the next step. That's more or less logical. But then... logical things I guess are pretty much known to not be blockbusters when it comes to games. They don't flop, but they don't do Sims-well, either, it's the weird new things. So who knows.
Originally posted by Bkeela
I get the impression it will be a game for people who love to create content - one vast sandpit for people to play around with.
Sandboxs are awesome. The bigger the better
(\__/) 07/07/1937 - Never forget
(='.'=) "Claims demand evidence; extraordinary claims demand extraordinary evidence." -- Carl Sagan
(")_(") "Starting the fire from within."
The game uses procedural programming for all graphics (except maybe 1 or 2 rendered textures) The game itself is quite simple, but no less simple than most FPS games really. It goes to show you the power of procedural graphics.
I had also created a thread on another game which also uses procedural programming: Infinity.
Anyway, as I was looking into it all, I came across www.speedtree.com which shows you the level of graphics capable using just procedural programming, texturing, animation. Download the demo and the video's and you will be convinced this is the way games will go in the near future for 2 main reasons:
1. CPU's are faster than they were 10 years ago (FYI, procedural programming came before pre-rendered texures and models, but had to stop because of CPU speed and instead switched to utilizing memory).
2. Generating models, textures, animations, etc, takes a crap load of time, costing millions.
Originally posted by Sn00py
It goes to show you the power of procedural graphics.
I guess what you mean is generating graphics from the output of an iterative system. The most famous examples are fractals.
Originally posted by Sn00py
I had also created a thread on another game which also uses procedural programming: Infinity.
Not sure what you mean. Procedural programming was what we did before the advent of object oriented programming. We still do it for quick and dirty stuff.
Originally posted by Sn00py
(FYI, procedural programming came before pre-rendered texures and models, but had to stop because of CPU speed and instead switched to utilizing memory).
That's a classic case of speed vs size.
Originally posted by Sn00py
2. Generating models, textures, animations, etc, takes a crap load of time, costing millions.
I guess that depends on the models in question and the precision required. For example, Newton's laws are still very good in most cases (for macro objects not moving very fast).
(\__/) 07/07/1937 - Never forget
(='.'=) "Claims demand evidence; extraordinary claims demand extraordinary evidence." -- Carl Sagan
(")_(") "Starting the fire from within."
Anyway, as I was looking into it all, I came across www.speedtree.com which shows you the level of graphics capable using just procedural programming, texturing, animation.
I haven't seen that before. It is, indeed, quite impressive. Thanks for the link, Sn00py.
Originally posted by Urban Ranger
I guess what you mean is generating graphics from the output of an iterative system. The most famous examples are fractals.
He means precisely what he said - generating textures and models using code, instead of by hand. The system may or may not be iterative.
Originally posted by Urban Ranger
Not sure what you mean. Procedural programming was what we did before the advent of object oriented programming. We still do it for quick and dirty stuff.
If you honestly don't know, he meant procedural content generation, not procedural programming. However, I think that is obvious, and you are just picking on words. Just MHO. And just a point of technicality, since you are being picky: procedural programming is definitely not just for 'quick and dirty stuff'. That little language called C is still alive and well.
Originally posted by Urban Ranger
I guess that depends on the models in question and the precision required. For example, Newton's laws are still very good in most cases (for macro objects not moving very fast).
I suppose that's the beauty of procedural generation of model animations - you aren't restricted in the kinds of physics models you use. Whether you wish to use fast and crude algorithms, or complex and precise ones, you can plug the one desired in, and get the results.
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