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Will procedural generation be used on giant city planets like ArcCorp?

TL;DRTerrain tessellation can't produce a convincing ArcCorp, so they just started prototyping scattering very large objects like the planet's procedural object scattering, with performance still to be checked.

Pascal MullerSenior Environment Artist

We actually just started this week to prototype ArcCorp, figure out ideas. Can we do it with the planet terrain? Because if you do something like architecture, it's very different. If it's organic, you have these random shapes and stuff, and in architecture, everything is very straight and angular. And with the tessellation of the terrain, you can get away with certain looks, but you will never get this convincing city of ArcCorp with massive towers and skylines and this type of stuff. So what I would like to do in the future is prototype something that uses the object scattering, because all the objects on the planet will be scattered procedurally as well. So we will do something similar, just with really, really big objects, kind of scatter them over the planet. I don't know how happy Marco is with that. We'll have to figure out, does it work performance-wise?

Brian ChambersDevelopment Director, Foundry 42 Frankfurt

But then on top of that, that's when level design comes in. They know where the player path is and where they want the gameplay to exist.

Reverse the Verse›2.11 - DE·
Published on this date.28 Oct 2016