Procedural Mesh GenerationIn this game, evolution is the star. The warm and gooey centre of the theory is that children are slightly different from their parents, and the children who have useful differences will be more likely to grow up and have their own children, passing those differences on. What this means is that I will need to be able to create an infinite number of creatures within my game. Instead of having an artist create 3D models of various bodyparts and then sticking them together in the way that Spore does, every creature shall be defined solely by a set of parameters that a series of mathematical functions can use to spit out a 3D creature - complete with limbs, face, textured skin, skeleton etc.
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I am an independent games developer with a passion for science. My quest: to incorporate the principles of evolution into a computer game - creating creatures that respond and adapt to your actions, each other and the changing environment around them. This blog serves to document my progress.
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