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22

Legally I would be prepared for "change this name" notices and make it very easy to change that name; no matter how much in the right you think you are, it's just a nice thing to do. Create and maintain a dictionary of names to avoid, no matter how legal it is anyone who sees "George Bush" in your game will immediately lose their sense of immersion. ...


18

I'll avoid even looking at your code and instead simply explain how to build a torus. To understand fully what I will say, you need to know some basic vector algebra: vectors sums: X:=(x1,x2,x3), Y:=(y1,y2,y3); X + Y=(x1+y1, x2+y2, x3+y3) scalar multiplication: X:=(x1,X2,x3); a·X = (a·x1, a·x2, a·x3) norm: |X| = ...


17

Add a disclaimer: "All characters appearing in this work are fictitious. Any resemblance to real persons, living or dead, is purely coincidental." Use the above to cover yourself. And I'll use the below to cover myself. I'm not a lawyer and your legal decisions and consequences are your own. Of course, since neither of us are lawyers, the ...


15

You can generate the optimal path using A*, then distort it with midpoint displacement. This will ensure your endpoints are met and allow you to control the randomness to a great degree. For example, I would not randomize roads as much as rivers. Whatever intelligence is building roads typically attempts to be optimal about it. Take care to ensure that ...


11

Hire a writer. There really is no way around this. You need creative names for stuff? You need a creative person who can name stuff for you. You can try to learn how to be a writer yourself, but if you aren't clever with words then you won't be clever at naming things. But in a general direction, remember: If you want to make an apple pie, first you must ...


9

Here's a great example of procedural terrain generation, using parameters like moisture, height etc... http://www-cs-students.stanford.edu/~amitp/game-programming/polygon-map-generation/


8

Even with a manual process of model generation, there are some tricks you can use to maximize your output. We can follow the same basic rules for real life conservation. The three R's: Reuse - Take the same model and apply a different texture to it. This can save you the time it takes to generate a model. And will give a convincing "that's a different ...


8

You've already chosen an answer, but I think you're making this more complex than you need to. A lot of people have the same names as famous people, whether by choice or accident. You don't see the estates of famous people demanding average people change their names to avoid confusion, and there's no reason you should worry about it unless you are ...


4

As long as you can prove your code (in case of legal action, your code will be used as evidence) is generating those names randomly there will be no problem because depending on the amount of data (names, last names, jobs) it is just a matter of statistics to find the probable chance of having those combinations be the same as a real person. As Byte56 ...


4

An approach I've seen taken is to simply convert the diffuse texture map to grayscale, or copy one of its RGB channels, and then fuss with it a bit (for instance, altering the levels, inverting part or all of the image, etc.) This can be useful if the specularity is reasonably well correllated with the diffuse color. It's still a manual process though; ...


4

Most tools are simply designed to combine existing words. Like this one: http://www.wordlab.com/gen/acme-namemaker.php That sort of thing may be helpful. But as someone who comes from a theater/playwriting background, there's a real art to coming up with a good name. A good character name includes some onomatopoeia, where the name sounds like the item ...


3

If you're providing all the information for the bones, then really this is more of a importer isn't it? The code is not really generating any content, it's simply displaying the content you provide. Start with the simple case of a single bone. Make sure your code can read the bone specifications and draws the bone correctly (starting out with simple lines ...


3

The better answer I can give you is to do this preliminary steps: 1. Evaluate the offort required to build a prototype. Your prototype should be playable, limited in space (levels or map size or whatever space-related), in features (non customizable colors or static version of dynamic features). A pro if such a prototype may be evolved into a demo version ...


3

I'm afraid the conversion in the first place was probably a bad call. Depending on Visual Studio (Express) and XNA Game Studio isn't so bad, because they're free downloads. And I believe the WinForms 2 sample is a good starting point for getting the content pipeline working outside XNA. And loading from XNB should be faster than de-serializing XML. As for ...


3

I believe I've been staring back at this question for the last three days, while asking myself how the procedural generation of worlds or even galaxies can, at the same time, be deterministic(such as always generating the same content from the same seed), look natural, and still have unique, interesting, unusual or even beautiful features in its landscape. ...


3

I suggest automatically generating, and maybe caching, the convex collision meshes instead of creating them by an external tool. However, I am not sure which of the following ideas is what you want. Do you want to end up with a single convex shape for a single model? That would be a convex hull around all vertices. Of course that simplification results in ...


3

The A* algorithm will also allow you to assign values to tiles indicating their suitability. For instance, you can assign the lowest cost scores to low land for rivers, to flat land (but not swamp) for roads, and generate based on that. This doesn't give you the shortest route, but it does give you the most efficient route. Apply a little randomness to your ...


3

The commandos titles look like they use prerendered backgrounds. This means that one or multiple artists design the whole wort in a 2d or 3d programm. Commandos looks like it was done in 3d and then post processed in like photoshop. The exporter of the 3d programm used a special export method, as the viewing perspective is not physically correct. Objects ...


3

You need to slice the image up in 9 parts. Four corners, four sides and the inner content. In this image, you can see how each different slice can be resized to produce the result you desire. Do not scale corners, leave them be as they are. Then you need to scale the top and bottom side along x-axis, but not in y. And then left and right sides you need to ...


2

What about when height is a factor? I can make a heightmap with diamond square algorithm. I was thinking of adding some random water to each tile and then iterating through and moving water to lower elevations until it was all settled, but that would slow, and would probably make lakes, not rivers. I was also thinking of looking at normals for each tile. If ...


2

I have a top selling Sudoku game on the iOS app store. Here's how I did it. First I do have a puzzle generator application. But it's not part of the game's code. It' is a stand along app that I use to make puzzles. It's highly modified so I can set it to create different pattern types, difficulty ratings, number of givens, etc. Generating puzzles and ...


2

It's not too difficult, provided that you have a sudoku solver. Making sudoku solvers is a hard / interesting problem, so it's best to save it for a different question. Or you can just read this and see how you go. To generate a solved puzzle, simply run the solver on an empty board. The only caveat is you should randomise the "guesses" that the solver ...


2

Wouldn't such an algorithm automatically generate more 'tactical' terrain when roads are generated between cities? Assuming that roads can only have a certain elevetion change per distance, terrain height would be adapted to the heigth of the road, which would lead to generation of chokepoints whenever a road passes through a hill/ravine/whatever. Of ...


2

Only paper dealing with similar issues I could find off-hand is Stachniak and Stuerzlinger's "An Algorithm for Automated Fractal Terrain Deformation". It assumes you create the terrain first and deform it (or rather, let the algorithm pick the parameters to deform it with automatically) to fit your constraints later, so it doesn't answer the question ...


2

Try this on for size: Always choose a specific corner of the generated map as the origin, then perform a Dijkstra's path-finding and randomly select a destination from those areas which meet the minimum distance criteria. Finally, rotate the map according to some algorithm to imply random start location to the user.


1

There's lot of good general advice in this thread, but in specific advice, for some solid base material in helping name weapons in a futuristic game, you can do a lot worse than to go buy a copy of GURPS Ultra-Tech and read it cover to cover. Because it's intended as a genre sourcebook, much of what it contains is workups of well-established science fiction ...


1

This isn't much different than the generation of any other content. It takes creativity. If English isn't your first language make up names in your native language and translate them or get someone to translate them. You can create lists and combine them to form new names. For example: Fantastic Pew Pew Hand Gun Scary Good GigaLaser Rifle Weak ...


1

The way you are thinking to do it is fine. You should drop inhibitions about Flash and just use it. You aren't writing a bank system here, you're writing a single game. Even if it does have a sequel, Flash is still installed on pretty much every computer today. Just a note that the best face generator I've ever come across is facegen. There is a FaceGen ...


1

From what I understood reading your question, I'm assuming you want to procedurally generate a character, given some arbitrary data. Eg. a given username will generate a unique creature for that user. The way I would go about this is to extract a number from the username (by using something like a CRC sum, or some other form of hashing). Then use that ...



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