Elite Dangerous: Difference between revisions
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===Procedural Content=== | ===Procedural Content=== | ||
[[File:Elite Dangerous - procedural generation|full|right|335px]]Procedural | [[File:Elite Dangerous - procedural generation|full|right|335px]][[Procedural Generation]] of content is a technique where content is generated from rules. It abstracts repetitive or arbitrary elements of content creation in a very efficient way. | ||
Imagine a medieval landscape. Laying out towns, roads, castles, farm land, forests and so on can be done by a system of rules – putting castles widely spaced out on vantage points, towns near rivers but under the protection of such a castle, roads between them, then with farm land to support them all. An artist can still design the castle, the houses in the towns, but this approach greatly magnifies the content that can be created. “Frontier” did this for the star systems, and planets, and with Elite: Dangerous, [[Frontier Developments]] will go further. | Imagine a medieval landscape. Laying out towns, roads, castles, farm land, forests and so on can be done by a system of rules – putting castles widely spaced out on vantage points, towns near rivers but under the protection of such a castle, roads between them, then with farm land to support them all. An artist can still design the castle, the houses in the towns, but this approach greatly magnifies the content that can be created. “Frontier” did this for the star systems, and planets, and with Elite: Dangerous, [[Frontier Developments]] will go further. | ||
===Destructible Ship Models=== | ===Destructible Ship Models=== | ||
[[File:Elite Dangerous Dev Diary - Shields|full|right|335px]] | [[File:Elite Dangerous Dev Diary - Shields|full|right|335px]] | ||