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Maybe it depends on your point of view?

I see the lines between procedural world generation and bespoke crafted worlds as somewhat arbitrary.

Eg, bespoke simulations have a finite custom form, but are yet also infinite, the custom constraints typically being things such as permissible movement or magnification.

In principle, without those constraints, you could also keep exploring infinitely, and similar to a procedural world, it'd become boring.

Conversely, in Elite, the vocabulary list, and various classifications of world features, are the custom, stored inputs. One could also keep "zooming" into them arbitrarily, but custom limits were placed on that.



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