Marketing the map procedurally generated like in motostorm would be awesome Sent from my PadFone T004 using Tapatalk
Assuming 'motostorm' is actually referring to Motorstorm, no, those maps were hand-built, and wouldn't have even shown off the finer features of procedural generation if they were. A better example would be Fuel, or, most famously, Minecraft. Procedural landscape generation in Torque 3d is (evidently) possible, at least according to this thread.
Was fuel the one with the generated terrain ? Never played it myself just herd one of them had it buy it would be so good flying down some high way in a Lamborghini or something clip a tree smash in to pieces haha Sent from my PadFone T004 using Tapatalk
Hand-built maps are always way more fun to explore than procedurally generated ones... Computers don't have a soul they can put into it. Just compare the BeamNG maps or, better example perhaps, the GTA maps with a SimCity map... Ignore the fact that the SimCity one is meant to be viewed from the sky and thus lower resolution. Then you'll see that the roads and houses for example in SimCity look very dull. There are no unique features, everything occurs more than once, whereas in GTA you'll randomly stumble upon a nudist camp or a crashed airplane in the mountains that you can find no-where else. Or in BeamNGs case, you'll find a purposely built rock-crawling path. A computer can't do that the way a human can, in my opinion. I guess some people don't notice it but to me, a hand-built map, even when done by an artist with zero experience, will feel way more immersive than a procedurally generated map...
Yeah I know what you mean but maybe as just a optional free roam mode would be cool Sent from my PadFone T004 using Tapatalk
I don't think you realise how much time it costs to write a program to make a properly working procedurally generated map, takes absolutely ages. EA needed my teacher, someone who specializes in Houdini, to teach them how it works, a short time before SimCity came out...
Oh I'm fully aware how hard it is to write a procedurally generated terrain it was a suggestion I'm in level design myself Sent from my PadFone T004 using Tapatalk