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| Realistic Representation | |
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+3~sciocont Invader Darkgamma 7 posters | Author | Message |
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Darkgamma Learner
Posts : 155 Reputation : 2 Join date : 2010-11-21 Location : Dort, am Klavier
| Subject: Realistic Representation Fri Nov 26, 2010 6:46 pm | |
| As far as I know, Thrive will have an extraordinary degree of visual and structural (creature-wise) detail. I was wondering, could we add some paramatres to be randomised (with limits ofc) so that our hypothetical human won't look the same as their next-door neighbour, and such? One other thing, will the actions of procreation of our hypothetical humans shown realistically or not?
PostScriptum: OFC the random paramaters should be applied before civ stages, when there are little organisms so you could easily reckognise some. | |
| | | Invader Experienced
Posts : 528 Reputation : 11 Join date : 2010-07-10 Age : 28
| Subject: Re: Realistic Representation Fri Nov 26, 2010 8:59 pm | |
| I guess, you mean make every organism look a tad bit different, with different features and such? Yeah, I think we should. | |
| | | ~sciocont Overall Team Lead
Posts : 3406 Reputation : 138 Join date : 2010-07-06
| Subject: Re: Realistic Representation Fri Nov 26, 2010 9:39 pm | |
| We'll have to talk to Bashi about this. I'm wondering if it's worth it in memory and processing power to have a few differentiations between each organism, or if we will just have the standard castes (see org editor CC if you don't know what castes are).
I was thinking this about plants earlier. No two trees look alike, and currently the OE uses a procedural dependant on a randomized "seed" number that determines where branches, limbs, leaves, flowers etc. will occur. This makes every plant of a species with a different seed have a different model. I'm thinking now that this might be way too complex, but considering the simplicitty of the procedural, it might not be. Again, I call upon the expertise of the head programmer for advice on this subject. | |
| | | Darkgamma Learner
Posts : 155 Reputation : 2 Join date : 2010-11-21 Location : Dort, am Klavier
| Subject: Re: Realistic Representation Sat Nov 27, 2010 1:59 pm | |
| I am familiar with castes. Hmm, I has an idea... Wait for it... WAIT FOR IT... Why not make "metacastes" (castes of castes), each with a slightly different appearance. OFC this should be done without the player finding out. This may be a bit more memory-intensive, but can it work? | |
| | | ThatGuy Newcomer
Posts : 28 Reputation : 0 Join date : 2010-11-07
| Subject: Re: Realistic Representation Sat Nov 27, 2010 2:44 pm | |
| If it's possible we should certainly include it. But would the differences of some creatures be hereditary like having a certain race of x creature? | |
| | | Darkgamma Learner
Posts : 155 Reputation : 2 Join date : 2010-11-21 Location : Dort, am Klavier
| Subject: Re: Realistic Representation Sat Nov 27, 2010 2:47 pm | |
| Like we have different types of humans today : D | |
| | | Tenebrarum Society Team Lead
Posts : 1179 Reputation : 32 Join date : 2010-10-01 Age : 31 Location : ph'nglui mglw'nafh Cthulhu R'lyeh wgah'nagl fhtagn
| Subject: Re: Realistic Representation Sat Nov 27, 2010 8:02 pm | |
| I thought that Auto-Evo would solve this problem. | |
| | | ~sciocont Overall Team Lead
Posts : 3406 Reputation : 138 Join date : 2010-07-06
| Subject: Re: Realistic Representation Sun Nov 28, 2010 5:33 pm | |
| - Tenebrarum wrote:
- I thought that Auto-Evo would solve this problem.
It really depends on what kind of Auto-evo we end up shipping with. probably will solve the problem, but maybe not. And no to meta-castes. It's just too many derivatives. | |
| | | The Uteen Sandbox Team Lead
Posts : 1476 Reputation : 70 Join date : 2010-07-06 Age : 28 Location : England, Virgo Supercluster
| Subject: Re: Realistic Representation Mon Nov 29, 2010 1:48 pm | |
| We could set certain areas that have variation by 'painting' it on in the editor. We could have different 'paints': patterns (like on your fingers, if we have that much detail), part positioning (only a bit), colouration, Size could also vary.
The way this would work in auto-evo is having certain areas randomly painted. | |
| | | Tenebrarum Society Team Lead
Posts : 1179 Reputation : 32 Join date : 2010-10-01 Age : 31 Location : ph'nglui mglw'nafh Cthulhu R'lyeh wgah'nagl fhtagn
| Subject: Re: Realistic Representation Mon Nov 29, 2010 5:37 pm | |
| - The Uteen wrote:
- We could set certain areas that have variation by 'painting' it on in the editor. We could have different 'paints': patterns (like on your fingers, if we have that much detail), part positioning (only a bit), colouration,
Size could also vary.
The way this would work in auto-evo is having certain areas randomly painted. I'd say yes, but most variation happens on the skeletal and muscular level. | |
| | | The Uteen Sandbox Team Lead
Posts : 1476 Reputation : 70 Join date : 2010-07-06 Age : 28 Location : England, Virgo Supercluster
| Subject: Re: Realistic Representation Tue Nov 30, 2010 11:27 am | |
| - Tenebrarum wrote:
- The Uteen wrote:
- We could set certain areas that have variation by 'painting' it on in the editor. We could have different 'paints': patterns (like on your fingers, if we have that much detail), part positioning (only a bit), colouration,
Size could also vary.
The way this would work in auto-evo is having certain areas randomly painted. I'd say yes, but most variation happens on the skeletal and muscular level. Vary strength and skeletal resistance a bit on each creature, then. You wouldn't normally see these things, so this area would probably be one of the easiest variations to do. | |
| | | Deathbite42 Regular
Posts : 212 Reputation : -3 Join date : 2012-07-27
| Subject: Re: Realistic Representation Thu Aug 02, 2012 3:31 pm | |
| - ~sciocont wrote:
- Tenebrarum wrote:
- I thought that Auto-Evo would solve this problem.
It really depends on what kind of Auto-evo we end up shipping with. probably will solve the problem, but maybe not. And no to meta-castes. It's just too many derivatives. The THRIVE wiki provides a million problems with autoevo. | |
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