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	<title>
	Comments on: Automatic City Builder &#8211; Gamr7	</title>
	<atom:link href="https://www.digitalurban.org/blog/2007/11/23/automatic-city-builder-gamr7-2/feed/" rel="self" type="application/rss+xml" />
	<link>https://www.digitalurban.org/blog/2007/11/23/automatic-city-builder-gamr7-2/</link>
	<description>Data, Cities, IoT, Writing, Music and Making Things</description>
	<lastBuildDate>Wed, 12 Dec 2007 09:43:00 +0000</lastBuildDate>
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		<title>
		By: Lionel		</title>
		<link>https://www.digitalurban.org/blog/2007/11/23/automatic-city-builder-gamr7-2/#comment-2179</link>

		<dc:creator><![CDATA[Lionel]]></dc:creator>
		<pubDate>Wed, 12 Dec 2007 09:43:00 +0000</pubDate>
		<guid isPermaLink="false">http://digitalurban.net/?p=1857#comment-2179</guid>

					<description><![CDATA[Yes, we have seen it. It&#039;s based on fractals and l-systems. &lt;br/&gt;&lt;br/&gt;It&#039;s the right tool for they want to do but it don&#039;t think fit in a more traditionnal/bigger project when you have more people on the team. &lt;br/&gt;&lt;br/&gt;Their tool, while excellent, is not &lt;i&gt;versatile&lt;/i&gt; enough, but it&#039;s ok, because it has been designed for one unique game. Again, Our next video should explain that much better.&lt;br/&gt;&lt;br/&gt;Introversion is quite unique in the industry. Very small team, unique games and (mostly) procedural content.&lt;br/&gt;&lt;br/&gt;I have deep respect for what they do. I really like their work and am waiting eagerly for their next game (Multiwinia).]]></description>
			<content:encoded><![CDATA[<p>Yes, we have seen it. It&#8217;s based on fractals and l-systems. </p>
<p>It&#8217;s the right tool for they want to do but it don&#8217;t think fit in a more traditionnal/bigger project when you have more people on the team. </p>
<p>Their tool, while excellent, is not <i>versatile</i> enough, but it&#8217;s ok, because it has been designed for one unique game. Again, Our next video should explain that much better.</p>
<p>Introversion is quite unique in the industry. Very small team, unique games and (mostly) procedural content.</p>
<p>I have deep respect for what they do. I really like their work and am waiting eagerly for their next game (Multiwinia).</p>
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		<title>
		By: Darius Kazemi		</title>
		<link>https://www.digitalurban.org/blog/2007/11/23/automatic-city-builder-gamr7-2/#comment-2178</link>

		<dc:creator><![CDATA[Darius Kazemi]]></dc:creator>
		<pubDate>Tue, 11 Dec 2007 20:09:00 +0000</pubDate>
		<guid isPermaLink="false">http://digitalurban.net/?p=1857#comment-2178</guid>

					<description><![CDATA[Have you seen this article about &lt;a href=&quot;http://forums.introversion.co.uk/introversion/viewtopic.php?t=586&quot; rel=&quot;nofollow ugc&quot;&gt;Introversion Software&#039;s procedural city generation&lt;/a&gt;?]]></description>
			<content:encoded><![CDATA[<p>Have you seen this article about <a href="http://forums.introversion.co.uk/introversion/viewtopic.php?t=586" rel="nofollow ugc">Introversion Software&#8217;s procedural city generation</a>?</p>
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		<item>
		<title>
		By: Lionel		</title>
		<link>https://www.digitalurban.org/blog/2007/11/23/automatic-city-builder-gamr7-2/#comment-2177</link>

		<dc:creator><![CDATA[Lionel]]></dc:creator>
		<pubDate>Tue, 11 Dec 2007 10:20:00 +0000</pubDate>
		<guid isPermaLink="false">http://digitalurban.net/?p=1857#comment-2177</guid>

					<description><![CDATA[I sort of agree with you, the video is unimpressive but its quite old. (Smithee, could you add it on the blog post ?)&lt;br/&gt;&lt;br/&gt;Our &lt;i&gt;current&lt;/i&gt; code is mush more advanced. I cant&#039; post anything right now (NDAs) but we are working on a demo, so stay tuned.&lt;br/&gt;&lt;br/&gt;I worked on big games and believe me, the placement is &lt;b&gt;very&lt;/b&gt; time consuming. &lt;br/&gt;I have many war stories of making a believable city in a game. building one is very costly/painful.&lt;br/&gt;&lt;br/&gt;The library approach you propose doesn&#039;t scale very well for big or high-quality cities where density, diversity and editability (at the city level) are needed.&lt;br/&gt;&lt;br/&gt;Anyway, I am quite sure our next demo will help convince you.&lt;br/&gt;&lt;br/&gt;Best regards,]]></description>
			<content:encoded><![CDATA[<p>I sort of agree with you, the video is unimpressive but its quite old. (Smithee, could you add it on the blog post ?)</p>
<p>Our <i>current</i> code is mush more advanced. I cant&#8217; post anything right now (NDAs) but we are working on a demo, so stay tuned.</p>
<p>I worked on big games and believe me, the placement is <b>very</b> time consuming. <br />I have many war stories of making a believable city in a game. building one is very costly/painful.</p>
<p>The library approach you propose doesn&#8217;t scale very well for big or high-quality cities where density, diversity and editability (at the city level) are needed.</p>
<p>Anyway, I am quite sure our next demo will help convince you.</p>
<p>Best regards,</p>
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		<title>
		By: Anonymous		</title>
		<link>https://www.digitalurban.org/blog/2007/11/23/automatic-city-builder-gamr7-2/#comment-2176</link>

		<dc:creator><![CDATA[Anonymous]]></dc:creator>
		<pubDate>Mon, 26 Nov 2007 15:08:00 +0000</pubDate>
		<guid isPermaLink="false">http://digitalurban.net/?p=1857#comment-2176</guid>

					<description><![CDATA[I was actually unimpressed with this.&lt;br/&gt;&lt;br/&gt;I think procedural generation in general is great with things like terrain, trees, (texturing) and well objects which are more organic based, but for objects like a city, which you can&#039;t seem to make look good automatically I think you just need to to build it by hand if you want to achieve any sort of realisim and it does not have to take as long as you think as it&#039;s mostly just the front.&lt;br/&gt;&lt;br/&gt;I&#039;m sure a small team of Artists  could knock out dozens of these fascades in a month which would be more than enough for most games.&lt;br/&gt;&lt;br/&gt;Secondly the placement takes very little time so even if you can load in your own library of buildings and use this tool as palcement, I don&#039;t think the task it replaces is THAT time consuming due to the scope/ease of use of copy/paste/rotate/scale.  You also get more control over the design doing it by hand too.  &lt;br/&gt;&lt;br/&gt;I guess this is ok for really unimportant stuff but I&#039;m not convinced myself.&lt;br/&gt;&lt;br/&gt;Jamerio&lt;br/&gt;&lt;br/&gt;Ex game designer perfect dark, now doing Architectural visualisation.]]></description>
			<content:encoded><![CDATA[<p>I was actually unimpressed with this.</p>
<p>I think procedural generation in general is great with things like terrain, trees, (texturing) and well objects which are more organic based, but for objects like a city, which you can&#8217;t seem to make look good automatically I think you just need to to build it by hand if you want to achieve any sort of realisim and it does not have to take as long as you think as it&#8217;s mostly just the front.</p>
<p>I&#8217;m sure a small team of Artists  could knock out dozens of these fascades in a month which would be more than enough for most games.</p>
<p>Secondly the placement takes very little time so even if you can load in your own library of buildings and use this tool as palcement, I don&#8217;t think the task it replaces is THAT time consuming due to the scope/ease of use of copy/paste/rotate/scale.  You also get more control over the design doing it by hand too.  </p>
<p>I guess this is ok for really unimportant stuff but I&#8217;m not convinced myself.</p>
<p>Jamerio</p>
<p>Ex game designer perfect dark, now doing Architectural visualisation.</p>
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