Sarcasm? Ahem.
I have no idea what your talking about. I took them to the vet and had them neutered, ugh should they have been spayed instead!?!
I sometimes wonder if youâre having different conversations to everyone elseâŚ
Honestly -
Making a planet is cool but making that planet interesting is a whole different story.
Why not a bunch of tools that allow the procedural placement of objects such as buildings or vegetation.
BUT you can drill down and fine tune them to make them unique in their own awesome way.
For example - I am making a 1/2 scale Europe in Unreal Engine 4 I need to think differently how I make content and place it. I could write a blueprint script (Visual Script) that allows me to place an entire town in a certain area. But I can also drill down into each building and make a that building unique. For example - This depot belongs to the axis at the start of the campaign or this building belongs to the Allies as well as define various other attributes such as how it looks, How it will be placed, the frequency of the placement, and more!
That is what I want to see from a tool from I-Novae somthing that allows me to get away with allot for very little time
Okay, so it took me a moment to realise these suggestions are more based on the SDK than engine itself. I would imagine the inclusion of buildings will be pretty fundamental to the engineâs development and therefore I would be surprised if it didnât make it eventually into the SDK. As for robust tools for placing and editing, that would be up to the devs.
Vegetation is a tricky one, as we donât really know so far what vegetation is currently supported (or planned) by the engine. However, if trees and the like are put in, a tool to place them effectively should not be too hard to implement.
I can sympathise with this.
In regards to vegetation and Multi-cellular life. This could help out
http://www.lazy8studios.com/2012/extrasolar_blog_2
It is very interesting to how people get around generating a planets worth of content
I want a button to press that banishes Kichaeâs avatar from the world wide web forever and ever.
My thingy thing thing I made was significantly more powerful than that, but Iâve had yet another idea which has caused me to leave it behind, because itâs just silly now.
OOh. maybe you should suck my balls or something
P.s. I live like 5 miles away from you. Watch out!
What does P.S. even stand for anyway?
Shouldnât that be THEN everyone else?
Post Script.
Not traditionally what the house of Wa had in mind but I understand the appeal.
Not that Iâm aware of.
âDifferent toâ is British English, âdifferent thanâ is American English, âdifferent thenâ is not a language I recognize. Muphryâs law strikes again.
If by âeffectivelyâ you mean âautomatically with procedural generationâ, youâre absolutely correct.
If youâre talking about making a tool to let devs/modders hand-place vegetation (and optionally buildings etc.), there are some potential issues⌠for example, if vegetation is implemented thereâll likely be more trees in the Infinity MMO than there are bytes of computer memory in the world today. Hand-placing even a small fraction, even if you had the man-hours to spend, could bloat the size of the game quite badly.
You mean Murphy, presumably?
Nah. Muphry is Murphyâs grammatical cousin.
ââIf a grammar mistake can be made, it will, and in the most obvious and/or stupid way possible.ââ
Muphryâs Law: âWhen a person criticises anotherâs editing or proofreading, there will be a mistake of a similar kind in that criticism.â
Depending on spell check there. I want to go back in time and stop the people who changed the meaning of the word âtheyâ to mean a single person or more then one person. They wanted to have a gender neutral word instead of using he/him until the sex is known.
There is and was a word for that. the word is âitâ. Idiots.
No, no it isnât.
If anyone invents a spell checker that checks you use the correct word rather than just a word, it probably wont work.
Fixed.