What other games (besides Roboblitz and probably Spore) use procedural texture ? Is this the same thing as "Procedural synthesis" ?
I dont know about many games that use procedural textures, however there are more and more games that use procedural synthesis for artwork. For example, all the tree's in oblivion where all generated from 5-6 different source models by a computer offline.
There's different types of procedural synthesis. One is to record the artist's actions in a graphics application as a super-macro, and then repeat the same graphics functions at runtime to generate the texture. eg. Record the points of a beizer curve and fill gradient settings set by the artist, and recompose into a texture.
Um, AFAIK in Roboblitz the artist makes the texture, then it gets thrown in some kind of compilator thingy that generates a macro that will look very close to the originial, but generated on the fly (thus it will be different each time, but very slightly)
There's going to be limits I'm sure recreating a face texture would be a major chore, but you'd only use procedural synthesis for the stuff it can handle well. Particularly you could apply modifications to existing assets, changing a models size or images colours, to introduce variation.Wow, that sure sounds like sci-fi to me; are there commercial systems that work like that? I've seen artists perform on the order of thousands of operations to create a 1024x1024 texture for an object, and uses tens of layers to achieve the final result. This would be extremely slow to recreate, would take a non-trivial amount of memory to store, and would require reimplementing a significant amount of Photoshop functionality inside your procedural texture generator.
As for commercial systems, I don't know of any. I don't know if anyone's really trying for procedural synthesis at the moment. When you have lots of GBs of disc storage space, that sort of synthesis is limited IMO to wanting to add variety, and at the moment developers are more concerned about getting actual game engines up and running.
A decent looking *material* texture (as opposed to "object texture") in the ProFX samples takes on the order of 70-100 operations.
ID5 populates the scene with procedural content first of all before the artists dive in and place stuff.
3 years after we started this thread, a few developers have finally gotten their hands deep in Cell programming:
http://www.nowgamer.com/features/682/developers-shift-to-leading-on-ps3?o=0#listing
3 years from now, we will see where stereoscopic 3D gaming is.
Also, has anyone in the press found out the name of the Saboteur developer who implemented the amazing AA ?