Spor(T)
Thursday, 9 August
1:45 - 3:30 pm
Room 6DE
Session Chair: Leo Hourvitz, Polygon Pictures
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Player-Driven Procedural TexturingTwo forms of player-driven procedural texturing for game models. Because the game models are also player-created, this poses unique challenges.Andrew Willmott Ocean Quigley Henry Goffin Chris Hecker Shalin Shodhan David DeBry Maxis awillmott (at) maxis.com |
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Creating Spherical WorldsProduction of Spore required creating spherical planets rather than the more usual 2D terrain. This sketch describes how the spherical worlds were created and presents Maxis' system for procedurally generating four billion planets.Andrew Willmott Ocean Quigley James Grieve Christian Stratton Kate Compton Eric Todd Ed Goldman Maxis awillmott (at) maxis.com |
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Fast Object DistributionThe problem: How to quickly place objects with attribute variation according to density maps, in a visually pleasing way. The solution: An incremental Halton sequence.Andrew Willmott Maxis awillmott (at) maxis.com |
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Rigblocks: Player-Deformable ObjectsDeformable building blocks that allow players to create their own creatures, buildings, or vehicles, which can then be used in-game, providing a richer player experience.Andrew Willmott Ocean Quigley Lydia Choy Brian Sharp Ryan Ingram Maxis awillmott (at) maxis.com |
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Improving Real-Time MotionWith its new animation tool, called ANT, Electronic Arts Canada has taken a major step toward achieving believable videogame motion.Eric Armstrong Electronic Arts Canada |
