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Postby jont » Nov 30, 2002 @ 1:37am

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Postby Loox who's here » Dec 2, 2002 @ 5:05am

__________________________________
In case your wondering i owe Palm $10000 for going to there warehouse with a rocket launcher.
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Postby Goosey » Dec 2, 2002 @ 6:24am

Wow those 2 demos were really... Coool :O

I think processes like this could be used to create extreemly small PPC games, but there is the tradeoff. All those algorithms must be computed. So it is bound to take more CPU power to do the same thing.
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Postby jont » Dec 2, 2002 @ 11:41am

Thing is, you don't calculate anything while the player is navigating the world, so no more CPU power is required. The only difference is that the world/level data has been generated by mathematics rather than manually using a world editor.

For example, the Midwinter games (to use what is now rather a tired example) generated a square mile of terrain at a time. If the player navigated outside that area, there would be a 10 second pause while the CPU calculated the next square mile of terrain (when considering the delay, bear in mind that this was on an 8Mhz 68000 CPU! :D )
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Postby damian » Dec 2, 2002 @ 1:48pm

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Postby jont » Dec 2, 2002 @ 3:09pm

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