The editing quality and production quality of these gameranx videos are frigging outstanding! Good work gents :) hope the editors read this we appreciate y'all and the hard work y'all do
One of the coolest concepts of procedural generation is how it manages storage space. All you need to save is the seed and anything the player has changed in the environment. The rest can be recalculated on the fly when a player revisits a region of the game.
Same here, I just wish that there was 2 versions of some of these videos. 1 simplified version for the common folk, than 1 version for programers you actuly know about this stuff. I was building a minecraft mod and I was trying to make new biomes and the code was a mess. Sadly minecraft is one of the simplest and easiest form of precidualry generated worlds with its chunk system, yet the code is still so bad and confusing.
"And while it is possible that No Man's Sky could end up being a disaster, it does look like it's probably a good game." Fantastic assessment, because BOTH of those things turned out to be true. First the former, and then the latter.
Falcon, you are the best Gameranx and one of the best UA-cam presenters I've heard! Your lists and general discussion videos are always top notch. Your editing is pretty much always on point and your voice man, YOUR VOICE! It's infectious! Not only does it sound good, there's substance behind your words as well. You explain everything in adequate detail (not too over the top, as I experience with some UA-camrs) and with a sense of humour behind it all too! Thank you for entertaining! Keep up the great work!
I really enjoy when you guys put out these kinds of videos! I've been programming for quite a while and specifically working on games for a few years now. Even when you cover a topic I already know about, I find a few new things I didn't know. Keep up the awesome work!
***** You collect resources in order to create a better gun, better suit, and better ship. Your ultimate goal is to make it to the center of the universe. You can interact with alien species and learn their language. You can collect resources and sell them on other planets and star systems to make more money in order to buy a better ship that can hold more upgrades. There are a lot of things you can do, you just have to have a good imagination. That being said, it obviously isn't for everyone and if you don't think you'd like it don't get it.
I wonder if my Grandson's grandson is gonna be playing no man's sky and be like, "Dad we just discovered the last planet in the 7th galaxy, only 22 more galaxies to go." XD
The beauty of procedurally generated is that you can make it generate pretty much anything ! You want random quest ? Create a 20 different quests and you can obtain exp(20) different quest based on it! Want a texture? Same! You can even create npc and alien races with it! The difficulty is to judge how many assets you need to make for the game to not be monotone.
Rainbow Dash I have Brotherhood power armor. I want the Red & Black I loved so much in The Capital Wasteland. There are already enemies that shouldn't be in The Commonwealth anyway, can a fella get a color scheme?
the simple version: get a random number(lets call it x). run it through a load of logic statements(say "if x starts with 5 it is a desert planet/biome") to get a description. get the resulting description of the planet/biome and piece together the assets. ps: everything on a computer is math/logic but most of the time programming is just: 'Screen.draw(myImage)' or 'myPoint.move(1, 2, 3)' (move left 1, up 2 and back 3).
+LifesLover Kids also forget teaching math isn't about math, it's about solving a problem given the data at hand. They use the methods of math everyday without numbers and don't even realize it.
NOTE TO SELF...Don't wake up on Sunday and before you are completely awake and had a pot of coffee try to understand this video lol...This was deep almost to deep for a Sunday morning video lol...Thanks a lot for the video and your time....!
It's a sigh of relief. At least once I've heard a good thing said about No man's sky. Look, it's an ambitious, daring and new effort in the world of gaming and it's future can be so so much fun. So we should also look at the bright side of No man's sky and talk more about it.
I always liked the generated maps in AoE (Age of Empire). exploring new maps, discovering neighboring tribes, and finding new resources was a lot of fun for me.
It can't be long before the player will choose a few parameters from a menu (reflecting their basic interests) and the platform will generate an absolutely unique video game for that person.
One little thing, random noise doesn't have to be from -1 to 1, it can be from 0 to 1 or from 0 to 65535 or from any to any more or less important number like -(2^16) to 2^16-1(limits of signed short variable in programming) or -(2^32) to 2^32-1(limit of signed long) ...
Rouge-like dungeon crawlers like The Binding of Issac or Enter the Gungeon due procedural generation very well imo. You never expect the same type of enemies or the same layout of the room,creating a new experience each time,resulting in either having a good or bad run depending on RNG. Overall,when implemented perfectly,procedural generation can create new and different experiences each time.
when I watched that I thinking "I'm going to buy this". Then I Googled it and found it was a pre-order on steam. I think I'll wait until after release.
Great vid! For me, the problem with procedural stuff I've seen so far is tri-fold; It's difficult to hide the "seams" that join together procedural content. You begin to see the samy-ness in everything after a while. Also, game mechanics generally can't be done procedurally, so you are left with hardcoding mechanics and using procedural generation to provide scenarios/maps for said mechanics. And lastly, they sometimes overdo the procedural stuff, and then the game starts lacking direction. This is why we've opted to do both fixed world with story, and generated content alongside each other.
Just 1 comment, its not RANDOM noise, its just random looking. Perlin noise (a common noise type used in procedural generation) has the important characteristic of returning the same output with the same inputs always. This important feature means that the values produced for world coordinates (x, y) will not change when you ask again for the values.
Years ago, I played a game called Starflight in which you started from Earth and explored, basically, an open world *_galaxy_* with hundreds of solar systems and thousands of open-world planets that you could land on and explore (with a galactic mystery to solve). I'm not exaggerating. Of course, the static images of the characters' faces, and the point and click way of walking around a space station, and the old-school Pokemon style space battles with hostile aliens you encountered when you tried to go into orbit around their planet, and the 2D top-down graphics of driving around on a planet collecting resources to fuel and trade with aliens for buckazoids that you could spend to upgrade your ship, were crude by today's standards. But it seems to me that No Man's Sky is actually Starflight with first-person photorealistic 3D graphics.
The first games i encountered, that uses this form of mapping was Worms which had a input for seed, and then Diablo. Both have a special place in my heart!
what if at the far corner of the universe after thousands of lifeless planets there is a small form of life and it evolves into humans and they make a game called no man's sky
Thank you! Very well explained. Finally a good simple video with good imagery and explanations of the concept. Great for sending to friends and family instead of trying to explain it all yourself. Thank you so much gameranx!
Although ignore all the bs he says about randomness. Procedural generation is specifically NOT random. If it were random, you would see repeats of the same thing. That doesn't happen with procedural.
so we can create worlds, A.I robots that look like humans. clone animals basically create life like a god, but there is no possibility that someone created us .
cod fanboy2015: "damn every game is the same every year its so stupid god I hate it I can't believe I already pre-ordered the hardened edition" cod fabboy2016: "dude what the fuck why are they change cod dude what the fuck my mom's taking me to pre-order it later God its gonna suck"
Star citizen is working to procedurally generate a whole universe, the game will start with 100 systems hand made, then at launch you can explore deep space and add systems to the map and choose whether or not to sell/give that info to anyone. You could keep the info for yourself, there aren't a kagillian billion planets, just an infinitely expanding universe. There aren't set places where systems will spawn in deep space, but as you explore the game will generate salvage, asteroids, whole systems, and environments on the planet, and the planets are amazing.
+Pandurp now hold the fuck, first of all, what the fuck makes no man's sky a universe and star citizen a galaxy? Second, no man's sky brags about having a bajillion million whatever planets but really it's just that many places where planets can be found, star citizen has 100 hand made systems and the rest is procedurally generated for you to find, so no mans sky is just a sand box like min craft where star citizen is a "First Person Universe" first of it's kind.
Pandurp What he mainly ignored was the fact that Star Citizen does not contain a proceduraly generated Universe, it only has SOME procedurally generated planets and he's treating the information as if he digged in the game code files and found it out which I find very annoying and it makes me wanna shit in his face.
+Can Turkleton some? Did you not hear me right? Star citizen will have an infinitely expanding universe, 100 of those infinitely expanding systems are hand made by the art teams all over the world, after these 100 hand made systems are done, they will enable the procedural generations n that will generate missions, NPCs, whole systems, and derelict ships, giving the game an infinite life time keeping the players occupied, explorers can go into space and discover a system, then name it after them if they want, after that they can choose to share/sell it to the rest of the player population, it's an MMO that will be able to do what no man's sky does but in a different way.
+Can Turkleton also your probably mis hearing me, I am saying that 100 systems are going to be hand made, at release of the game you can go explore deep space, out in deep space you have a chance, very low, to find a jump gate, go through and you have a chance to find a system, Chris said this himself, and the fact that their putting out tons of specific info on the systems like Min, and Vega. It would be impossible to procedurally generate an entire planet with that much info needed, it'll be like nurturing a plant, as it grows you gotta make sure that it grows the way you want. But I know what I'm saying, and clearly you haven't been watching ATV or RTV because they say it on there all the time, at least once every few weeks, ok, maybe not all the time but a great minority of the time.
No man's Sky seems interesting but still I don't think its my type of game. I can see why it provide's a good point of reference for procedural generated games but still... seems like a game on steam that i'll have to see people play it or something instead of a trailer.
+gabriel withers (GIPPY) I agree with you. I never understood the hype around it. It looks pretty cool but I didn't think this many people would be excited for this game. Either way I'll probably get it after its been out for a while if it's actually cool.
No Man's Sky uses a 64-bit seed (1.8446744e+19/Nine Quintillion) which is the major reason why you won't ever find anything similar. A heavy amount of effort went into designing all of the assets to the point where that seed generator could effectively create a plethora of mobs. All they have to do is make sure their math and programming are ok, then feed all of the tags into it.
I care you fuckwads, and yes, i have read this word, and now it is my favourite insult in english. Thanks to +LumenLumen for this informative comment :)
Enter the Gungeon just was released, I have been having lots of fun ,and it is a bullet-hell dungeon crawler and the rooms in the gungeons are handcrafted but the map layout is procedurally generated as well as the groups of enemies in each room ,it worked really well ,and is really fun.
+Tyson Williams It varies. Dodge Roll had a properly laid out plan when it came to making the game challenging. They weren't going for anything massive, but they did want variation to keep the player on their feet. It has lovely visuals and excellent gameplay. That's what made the entire idea of procedural dungeons so great for me. NMS is extremely eccentric with a large scale, but if they've taken their time to understand what it is they want from the game, then it should be fine. Just the ability to survive and strive in A universe is such an amazing concept.
This certainly makes game development much easier since not every single piece has to be put in a specific place by a developer every time. I'd like to see how this would work with other games we're familiar with, such as GTA. But instead of using random noise to generate worlds, it is technically possible to use the natural law of physics calculations to create worlds based on environmental factors such as erosion and biological genetics. A great way to mix familiarity with randomness.
I liked it, i didn't really get it despite it being clearly explained, but I liked it. the fact that creating a game for us to play is something that requires complex core mechanics which are somewhat overwhelming is satisfying because despite it being on too large a scale for us to grasp, it is still a development serving us in ways we didn't know possible until recently. so i guess thank you Gameranx, your video made me feel good.
+Awesome! sorry, yeah i just posted a comment without re reading, deleted it now but what i meant to focus on is the idea that it has come pretty far when it comes to using it for game creation, with the development of other core aspects of environment and AI generation, the use of this mechanic allows a further development in gaming in general.
ive been predicting this kinda tech for over 10 years now, I honestly believe it has the potential to create energy, changing the laws of physics as we know it forever.
I am currently working on a video game project, a fast paced FPS with action/horror elements. And i am experimenting with procedural generated enemy types. The enemies in the game resemble John Carpenters The Thing, shape-shifting biomass creatures with tentacles and eyes and teeth and flesh violently morphing and changing all the time, like something out of an HP Lovecraft horror. My goal is to create procedural generated creatures of this type, where every time you encounter one, it's always something that looks different and also has different functions when it comes to animation, movement, and combat. The gameplay is much like DOOM 2016: extreme fast paced combat, intricate level design, an amazing soundtrack to compliment the action on the screen, and lots and lots of creatures to blast into pieces.
Falcon! Loved the video, your narration is like a symphony to my ears. I have an unrelated question though. Do you have a personal favorite RPG? Any kind of rpg! :3
Random noise alone does not get you No Man's Sky. There has to be a recursive element (more like fractals) and rules to prevent combinations that look ridiculous or impossible.
Every person who's had a chance to demo the game has given it positive including some super critical people. With this in mind I don't get why people keep shitting on a game not even out yet this is not directed toward the video by the way.
The first Elder Scrolls game was made like that; and that's why they were able to fit all of Tamriel. Whereas even Elder Scrolls Online only has bits and pieces of the whole game world.
I like the idea of dev's literally building probes to discover their own game.
The editing quality and production quality of these gameranx videos are frigging outstanding! Good work gents :) hope the editors read this we appreciate y'all and the hard work y'all do
10/10 name.
+.The Randomizers. Thanks man! lmao only the elite few notice
Can you say assets 12 more time
Ikr
+Scott Hulett "Assets"
+gameranx grammernazi
+gameranx I LIKE FOULKON HE IS MY FAV 😃
+gameranx he said say it 12 more times but I will give you that :p
anyone remember Spore?
so sad company was purchased, no spore 2 for us...
still have it
Me!
I thought it would be an MMO :C
+Krzys Sok and the servers don't work so...yeah
One of the coolest concepts of procedural generation is how it manages storage space. All you need to save is the seed and anything the player has changed in the environment. The rest can be recalculated on the fly when a player revisits a region of the game.
I want more of these "How Video Game Mechanics Work" videos! ^_^
Procedural Generation isn't a video game mechanic, but a tool. Mechanics are basically game design rules/concepts that control the gameplay ^^
poo is procedurally generated, you can never expect a certain shape
dude lol
+Scythe Life Hack #4293, glue a cookie cutter to your butt for consistent and fun shaped turds.
+Tool0GT92 Off to the patent office thx
+Tool0GT92 Only works if they're soft. Tried that years ago.
Lmfao. Literal lol
Great, now COD developers can make procedural generated DLC and sell unlimited maps.
+Tool0GT92 Nobody is making you buy them. I stopped buying COD games because every game is the exact fucking same with different themes/time periods.
The glass crack noise in the vid scared the life outta me :(
XD
+Chamz Games same here ;P
+TheMighty Cthulhu hahha
No Mans Sky's world is made from a 64-bit seed as 2^64 =18,446,744,073,709,551,615
Lol last number is a 6
didnt understood
but sound trustworthy
as a programmer I like to watch you explain this with sooo much simplification
Same here, I just wish that there was 2 versions of some of these videos. 1 simplified version for the common folk, than 1 version for programers you actuly know about this stuff. I was building a minecraft mod and I was trying to make new biomes and the code was a mess. Sadly minecraft is one of the simplest and easiest form of precidualry generated worlds with its chunk system, yet the code is still so bad and confusing.
redracerb18 you try making that random generation code in the first place.... you have no idea how hard that can be without ever doing it before...
Have you made it before?
redracerb18 yes, but the first time took hours...
this is why a video for programmers would be nice
"And while it is possible that No Man's Sky could end up being a disaster, it does look like it's probably a good game."
Fantastic assessment, because BOTH of those things turned out to be true. First the former, and then the latter.
I love these "How does X work in Video Games?" videos.
Falcon, you are the best Gameranx and one of the best UA-cam presenters I've heard! Your lists and general discussion videos are always top notch. Your editing is pretty much always on point and your voice man, YOUR VOICE! It's infectious! Not only does it sound good, there's substance behind your words as well. You explain everything in adequate detail (not too over the top, as I experience with some UA-camrs) and with a sense of humour behind it all too! Thank you for entertaining! Keep up the great work!
"If you input a different seed, you get a different result." amen brother.
yep, if you see two brothers, 1 is blonde, 1 is brown haired, and both the "parents" are brown haired, that blonde is illegitamate
Its a joke
I really enjoy when you guys put out these kinds of videos! I've been programming for quite a while and specifically working on games for a few years now. Even when you cover a topic I already know about, I find a few new things I didn't know. Keep up the awesome work!
No Man's Ad :P
No Man's Asset.
+RhysIsGreat +Nacho Gaming +RektSkrubs
oh
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***** You collect resources in order to create a better gun, better suit, and better ship. Your ultimate goal is to make it to the center of the universe. You can interact with alien species and learn their language. You can collect resources and sell them on other planets and star systems to make more money in order to buy a better ship that can hold more upgrades. There are a lot of things you can do, you just have to have a good imagination. That being said, it obviously isn't for everyone and if you don't think you'd like it don't get it.
RektSkrubs RektSkrubsoh
gameranx is getting pretty big i remember when you guys had 100.000 and look now i love you guys
I wonder if my Grandson's grandson is gonna be playing no man's sky and be like, "Dad we just discovered the last planet in the 7th galaxy, only 22 more galaxies to go." XD
The beauty of procedurally generated is that you can make it generate pretty much anything ! You want random quest ? Create a 20 different quests and you can obtain exp(20) different quest based on it! Want a texture? Same! You can even create npc and alien races with it!
The difficulty is to judge how many assets you need to make for the game to not be monotone.
i think there is a conspiracy going on here falcon is a bird jake baldino last name is like bald eagle also a bird are they the same?
Interesting
They work for the Institute.
+Elder Maxson I want Outcast power armor, when do I get that?
+Root Beer steal a bortherhood suit of power armor and paint some parts red. I guess.
Rainbow Dash I have Brotherhood power armor. I want the Red & Black I loved so much in The Capital Wasteland. There are already enemies that shouldn't be in The Commonwealth anyway, can a fella get a color scheme?
the simple version:
get a random number(lets call it x). run it through a load of logic statements(say "if x starts with 5 it is a desert planet/biome") to get a description. get the resulting description of the planet/biome and piece together the assets. ps: everything on a computer is math/logic but most of the time programming is just:
'Screen.draw(myImage)' or 'myPoint.move(1, 2, 3)' (move left 1, up 2 and back 3).
And to think of all of those kids in school who said that math was useless and it had no practical applications.
kids say algebra isn't important mostly. but this shows what algebra can do!
+LifesLover Kids also forget teaching math isn't about math, it's about solving a problem given the data at hand. They use the methods of math everyday without numbers and don't even realize it.
+Gabriel Poole and calculus
finding how many apples he'd has if he's 12 less than 42*2 of Johnnys apples if they have 50 in total has no practical application
+gregistopal yes but it teaches you the ways to figure out a similar problem
You hit the nail on the head with explaining this. I program procedural worlds/assets all the time.
The Borderlands games did this with their gun system.
+Robert Jones It wasn't procedurally generated, it was simply placed randomly which is much simpler.
Kinda, they just made a bunch of weapon parts and told a computer to select them randomly.
+Nyxato By definition, Borderlands' guns are procedurally generated because it uses algorithms to create the assets instead of a manual process.
Chappy Fair enough. In my defense, that's technically.
NOTE TO SELF...Don't wake up on Sunday and before you are completely awake and had a pot of coffee try to understand this video lol...This was deep almost to deep for a Sunday morning video lol...Thanks a lot for the video and your time....!
+Bradley Comer i'm in the same situation rn. haha!
Cant wait for No Mans Sky
Same.
It comes on console right
God The real one I know and fortunately i have a PS4
+Teodus Filus I was asking but thanks for answering I guess, lol
God The real one Oh sorry i didnt get it becouse you left the guestion mark out my bad. But yeah it comes on console right.
It's a sigh of relief. At least once I've heard a good thing said about No man's sky. Look, it's an ambitious, daring and new effort in the world of gaming and it's future can be so so much fun. So we should also look at the bright side of No man's sky and talk more about it.
It is about time procedural generation to become bit more than half-assed fetch quests and slight map variations on actual graphicly nice games.
zcribe star citizen. Not there yet, but dem cities tho.
I always liked the generated maps in AoE (Age of Empire). exploring new maps, discovering neighboring tribes, and finding new resources was a lot of fun for me.
I'm going to incorporate the word procedural into my everyday conversation now and people are gonna think im smart af
I want a game what is different EVERY TIME when I play it in EVERY WAY.
It can't be long before the player will choose a few parameters from a menu (reflecting their basic interests) and the platform will generate an absolutely unique video game for that person.
I would make the best goddamn fps ever
What would you put in it?
One little thing, random noise doesn't have to be from -1 to 1, it can be from 0 to 1 or from 0 to 65535 or from any to any more or less important number like -(2^16) to 2^16-1(limits of signed short variable in programming) or -(2^32) to 2^32-1(limit of signed long) ...
I hate spiders.
same
+Anun Kash Hey!
+The Exploding Spider OH SHIIIIIIIT *runs away*
+Anun Kash have fun on Zetsubou no Shima!
I'm working on a procedurally generated game. It's so much fun to work with!
I'm betting every world in NMS is gonna feel just like the one before, and then there's the actual gameplay.
+xNevikKx Yeah I'm worried about that too.
How do you feel now after 5 years :) curious.
I am in a game programing course, this chanel is really helpful to me :D
And they say math is useless... Some people are really missing on something.
I hate math but I agree.
+Jérémy Diallo Who said that?
I don't recall somebody ever saying Math is useless..,
Rage Angel
You must have missed high school then.
Lucitaur
Some random guys in high school.
Rouge-like dungeon crawlers like The Binding of Issac or Enter the Gungeon due procedural generation very well imo. You never expect the same type of enemies or the same layout of the room,creating a new experience each time,resulting in either having a good or bad run depending on RNG.
Overall,when implemented perfectly,procedural generation can create new and different experiences each time.
when I go play the game I'll name a planet a certain youtuber.
Fastoon who?
+Chiante Luna he means Hisssss
Jakob A umm.... k?
+Chiante Luna leafyishere
+Chiante Luna you wont be able tp name planets,they name themselves
I liked the how do games work series, I really learn something from it.
when I watched that I thinking "I'm going to buy this". Then I Googled it and found it was a pre-order on steam. I think I'll wait until after release.
K
Remember kids, never pre-order.
+lagalil unless it's No Man's Sky
+AuraMaster No. Especialy when It's no mans sky
Falcon is my favourite guy on gameranx, love you dude.
Heh gameranx say hi to the guys who said you had no more ideas.
Great vid!
For me, the problem with procedural stuff I've seen so far is tri-fold; It's difficult to hide the "seams" that join together procedural content. You begin to see the samy-ness in everything after a while. Also, game mechanics generally can't be done procedurally, so you are left with hardcoding mechanics and using procedural generation to provide scenarios/maps for said mechanics. And lastly, they sometimes overdo the procedural stuff, and then the game starts lacking direction.
This is why we've opted to do both fixed world with story, and generated content alongside each other.
Falcon can you do a falcon punch
Just 1 comment, its not RANDOM noise, its just random looking. Perlin noise (a common noise type used in procedural generation) has the important characteristic of returning the same output with the same inputs always. This important feature means that the values produced for world coordinates (x, y) will not change when you ask again for the values.
I don't want to talk about No Man's Sky.....I just want to play it
No you don't xD
Years ago, I played a game called Starflight in which you started from Earth and explored, basically, an open world *_galaxy_* with hundreds of solar systems and thousands of open-world planets that you could land on and explore (with a galactic mystery to solve). I'm not exaggerating. Of course, the static images of the characters' faces, and the point and click way of walking around a space station, and the old-school Pokemon style space battles with hostile aliens you encountered when you tried to go into orbit around their planet, and the 2D top-down graphics of driving around on a planet collecting resources to fuel and trade with aliens for buckazoids that you could spend to upgrade your ship, were crude by today's standards. But it seems to me that No Man's Sky is actually Starflight with first-person photorealistic 3D graphics.
What if we are a video game?
...
+Adam Burgess my friend i have thought of this months ago too.... welcome to the matri- i mean horde
Pretty boring video game.
+Adam Burgess google "what if life is a computer simulation"
How beat sewer level?
The first games i encountered, that uses this form of mapping was Worms which had a input for seed, and then Diablo. Both have a special place in my heart!
No mans sky= Minecraft worlds x100000
+Jack D they are not
+Jack D your wrong but you may as well consider it endless due to the sheer size of it
***** If might feel like it but it is not, No mans sky however is even bigger, consisting of more then world in a universe.
No matter what though, it is both hard to explore the end of both worlds.
The two seconds of WiLD footage in this video is the most I've seen anybody talk about that game in months
I'M THE KING OF THE CASTLE, AND YOUR THE DIRTY RASCAL!!
I accept my fate
You're
+Rayquazar42 lol borat
+James Dante *you're
+James Dante you're* noob
WOW this is really informative, thanks gameranx!
what if at the far corner of the universe after thousands of lifeless planets there is a small form of life and it evolves into humans and they make a game called no man's sky
what if we're in that game right now😮 *mind blown* "all hail Sean Murray"
+Toby Hendricks Could be!
Thank you! Very well explained. Finally a good simple video with good imagery and explanations of the concept. Great for sending to friends and family instead of trying to explain it all yourself. Thank you so much gameranx!
Although ignore all the bs he says about randomness. Procedural generation is specifically NOT random. If it were random, you would see repeats of the same thing. That doesn't happen with procedural.
so we can create worlds, A.I robots that look like humans. clone animals basically create life like a god, but there is no possibility that someone created us .
Basically
What do you mean?
n1
you okay buddy?
Those things can be observed and scientifically tested, the same thing can't be said about a cloud wizard. Science isn't a game of "What if X?".
These how things work videos are really interesting,
Thanks for posting
Where is spidey??
+Seth Lacey #ripspidey
i love falcon's videos, they are realy educational, well made and with clever-intresting content! keep it up gameranx!
Let me think of a joke
Cod space warfare
+THE Zamby OMFG GET REKT HOHOHOOHOHOHOHOOHOHOHOOOOOOOOOOOOOOOOHHHHHHHHHOOOOOOOOOOOHHHHHHHHHHHHOHOHOHOHOHOOHOHOHOHOHOHOHOOHOHOHOHOOHOHOHOOOOOOOOOOOOOOOOHHHHHHHHHOOOOOOOOOOOHHHHHHHHHHHHOHOHOHOHOHOOHOHOHOHOHOHOHOOHOHOHOHOOHOHOHOOOOOOOOOOOOOOOOHHHHHHHHHOOOOOOOOOOOHHHHHHHHHHHHOHOHOHOHOHOOHOHOHOHOHOHOHOOHOHOHOHOOHOHOHOOOOOOOOOOOOOOOOHHHHHHHHHOOOOOOOOOOOHHHHHHHHHHHHOHOHOHOHOHOOHOHOHOHOHOHOHOOHOHOHOHOOHOHOHOOOOOOOOOOOOOOOOHHHHHHHHHOOOOOOOOOOOHHHHHHHHHHHHOHOHOHOHOHOOHOHOHOHOHOHOHOOHOHOHOHOOHOHOHOOOOOOOOOOOOOOOOHHHHHHHHHOOOOOOOOOOOHHHHHHHHHHHHOHOHOHOHOHOOHOHOHOHOHOHOHOOHOHOHOHOOHOHOHOOOOOOOOOOOOOOOOHHHHHHHHHOOOOOOOOOOOHHHHHHHHHHHHOHOHOHOHOHOOHOHOHOHOHOHOHOOHOHOHOHOOHOHOHOOOOOOOOOOOOOOOOHHHHHHHHHOOOOOOOOOOOHHHHHHHHHHHHOHOHOHOHOHOOHOHOHOHOHOHOHOOHOHOHOHOOHOHOHOOOOOOOOOOOOOOOOHHHHHHHHHOOOOOOOOOOOHHHHHHHHHHHHOHOHOHOHOHOOHOHOHOHO
cod fanboy2015: "damn every game is the same every year its so stupid god I hate it I can't believe I already pre-ordered the hardened edition"
cod fabboy2016: "dude what the fuck why are they change cod dude what the fuck my mom's taking me to pre-order it later God its gonna suck"
+circlehousePRO you're so origional mate
+circlehousePRO All you're saying is that they suck and we should stop buying them even though we know they'll suck.
Nyxato no im saying that people complain that they dont change the game and then when they change the game people complain that they changed the game
Another great video by Falcon - good job!
Sponsored by No Man's sky
Fuck, you beat me to it. No man's sky hype!.
Star citizen is working to procedurally generate a whole universe, the game will start with 100 systems hand made, then at launch you can explore deep space and add systems to the map and choose whether or not to sell/give that info to anyone. You could keep the info for yourself, there aren't a kagillian billion planets, just an infinitely expanding universe. There aren't set places where systems will spawn in deep space, but as you explore the game will generate salvage, asteroids, whole systems, and environments on the planet, and the planets are amazing.
+Pandurp now hold the fuck, first of all, what the fuck makes no man's sky a universe and star citizen a galaxy? Second, no man's sky brags about having a bajillion million whatever planets but really it's just that many places where planets can be found, star citizen has 100 hand made systems and the rest is procedurally generated for you to find, so no mans sky is just a sand box like min craft where star citizen is a "First Person Universe" first of it's kind.
Pandurp What he mainly ignored was the fact that Star Citizen does not contain a proceduraly generated Universe, it only has SOME procedurally generated planets and he's treating the information as if he digged in the game code files and found it out which I find very annoying and it makes me wanna shit in his face.
+Can Turkleton some? Did you not hear me right? Star citizen will have an infinitely expanding universe, 100 of those infinitely expanding systems are hand made by the art teams all over the world, after these 100 hand made systems are done, they will enable the procedural generations n that will generate missions, NPCs, whole systems, and derelict ships, giving the game an infinite life time keeping the players occupied, explorers can go into space and discover a system, then name it after them if they want, after that they can choose to share/sell it to the rest of the player population, it's an MMO that will be able to do what no man's sky does but in a different way.
ASM Kalrizion And how do you know this?
I saw all of the ATV and RTV episodes I never heard this feature
+Can Turkleton also your probably mis hearing me, I am saying that 100 systems are going to be hand made, at release of the game you can go explore deep space, out in deep space you have a chance, very low, to find a jump gate, go through and you have a chance to find a system, Chris said this himself, and the fact that their putting out tons of specific info on the systems like Min, and Vega. It would be impossible to procedurally generate an entire planet with that much info needed, it'll be like nurturing a plant, as it grows you gotta make sure that it grows the way you want. But I know what I'm saying, and clearly you haven't been watching ATV or RTV because they say it on there all the time, at least once every few weeks, ok, maybe not all the time but a great minority of the time.
No man's Sky seems interesting but still I don't think its my type of game. I can see why it provide's a good point of reference for procedural generated games but still... seems like a game on steam that i'll have to see people play it or something instead of a trailer.
no one cares
^
i like games LIKE minecraft, i loove exploration and thats why this game looks cool to me
Weeky thats understandable for someone who loves open world and exploration
+gabriel withers (GIPPY) I agree with you. I never understood the hype around it. It looks pretty cool but I didn't think this many people would be excited for this game. Either way I'll probably get it after its been out for a while if it's actually cool.
MATH,MATH Everywhere !
i like how falcon always does his videos with so many facts and examples#true gaming professional
Note from the future: The game was a disaster !
Yes 'was'.
It's a great game now.
I am so excited for No Man's Sky. Got both LE and CE copies of the game and I'm ready to fly on June 21st.
Keep up the good work falcon lord
+Sphfaxpheonix its just falcon
Thanks, Falcon. enjoyed the video. Makes sense. Can't wait to find some gems among the worlds in No Man's Sky.
No Man's Sky uses a 64-bit seed (1.8446744e+19/Nine Quintillion) which is the major reason why you won't ever find anything similar. A heavy amount of effort went into designing all of the assets to the point where that seed generator could effectively create a plethora of mobs. All they have to do is make sure their math and programming are ok, then feed all of the tags into it.
Joel Let's be realistic. You can't exactly state that no one cares when they're watching a video relating to technical areas of game development.
+Joel I care
I care you fuckwads, and yes, i have read this word, and now it is my favourite insult in english. Thanks to +LumenLumen for this informative comment :)
Joel no u can watch who liked, and im not in this list sry
Enter the Gungeon just was released, I have been having lots of fun ,and it is a bullet-hell dungeon crawler and the rooms in the gungeons are handcrafted but the map layout is procedurally generated as well as the groups of enemies in each room ,it worked really well ,and is really fun.
+Tyson Williams It varies. Dodge Roll had a properly laid out plan when it came to making the game challenging. They weren't going for anything massive, but they did want variation to keep the player on their feet. It has lovely visuals and excellent gameplay. That's what made the entire idea of procedural dungeons so great for me. NMS is extremely eccentric with a large scale, but if they've taken their time to understand what it is they want from the game, then it should be fine. Just the ability to survive and strive in A universe is such an amazing concept.
That's a pretty complicated way to explain a complex, yet simple concept.
This certainly makes game development much easier since not every single piece has to be put in a specific place by a developer every time. I'd like to see how this would work with other games we're familiar with, such as GTA. But instead of using random noise to generate worlds, it is technically possible to use the natural law of physics calculations to create worlds based on environmental factors such as erosion and biological genetics. A great way to mix familiarity with randomness.
So its official gameranx was the first one to call it
Falcons smooth voice helps me sleep at night
I liked it, i didn't really get it despite it being clearly explained, but I liked it. the fact that creating a game for us to play is something that requires complex core mechanics which are somewhat overwhelming is satisfying because despite it being on too large a scale for us to grasp, it is still a development serving us in ways we didn't know possible until recently. so i guess thank you Gameranx, your video made me feel good.
Procedural Generation has been around since the beginning of video games.
+Awesome! sorry, yeah i just posted a comment without re reading, deleted it now but what i meant to focus on is the idea that it has come pretty far when it comes to using it for game creation, with the development of other core aspects of environment and AI generation, the use of this mechanic allows a further development in gaming in general.
this video makes complete sense, like i understand all of it! thank you sir!
ive been predicting this kinda tech for over 10 years now, I honestly believe it has the potential to create energy, changing the laws of physics as we know it forever.
Man the compression of the video goes crazy as soon as you put a clip of noise in.
I am currently working on a video game project, a fast paced FPS with action/horror elements. And i am experimenting with procedural generated enemy types. The enemies in the game resemble John Carpenters The Thing, shape-shifting biomass creatures with tentacles and eyes and teeth and flesh violently morphing and changing all the time, like something out of an HP Lovecraft horror. My goal is to create procedural generated creatures of this type, where every time you encounter one, it's always something that looks different and also has different functions when it comes to animation, movement, and combat. The gameplay is much like DOOM 2016: extreme fast paced combat, intricate level design, an amazing soundtrack to compliment the action on the screen, and lots and lots of creatures to blast into pieces.
How's your game project going? curious about it :)
Falcon! Loved the video, your narration is like a symphony to my ears. I have an unrelated question though. Do you have a personal favorite RPG? Any kind of rpg! :3
"HI FOLKS IT¨S FALCON"
and my girlfriend take deep breath and says:
"DAMN! THAT VOICE"...
now, she make me listen the video without headphones...
Very well done! Loved this one!
Very handy video, as a Game Designer in progress.
I like Falcon's perspective on No Man's Sky. It might be good, it might be bad, but either way, it's gonna be fucking revolutionary.
Falcon's voice is as smooth as melted butter
Hell yeah!! Falcon is back!!
Random noise alone does not get you No Man's Sky. There has to be a recursive element (more like fractals) and rules to prevent combinations that look ridiculous or impossible.
+Jin He's just shitting out content really. I don't think he put enough research into how these things actually work.
What we learned from this video:
Take the aliens meme and add the caption "Math and noise. And assets."
Perlin's noise is love is life for procedural generator programmers.
Every person who's had a chance to demo the game has given it positive including some super critical people. With this in mind I don't get why people keep shitting on a game not even out yet this is not directed toward the video by the way.
Today I learned a thing! Thanks Falcon!
Starbound does it pretty well with the creatures, they created different heads, limbs and torsos and then mix it up.
Thanks to this video, i now understand time travel.
The first Elder Scrolls game was made like that; and that's why they were able to fit all of Tamriel. Whereas even Elder Scrolls Online only has bits and pieces of the whole game world.
Sometimes it's about the journey, sometimes it's about the destination, in No Man's Sky, it's both.