Elektrine lite

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2026-04-28 07:14 UTC

The later passes are things like adding props or digging out caves. For polygonization, they use dual contouring, and for texturing they mostly use (what sounded like) triplanar projection. The main thing that I think was lacking from this presentation was a discussion of how they knew how well they were doing. Like, it’s easy to generate random stuff, but it’s hard to know if you’ve generated *good* random stuff. 3/4

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  • They’re generating more planets than they could possibly test, so how do they know if they’re doing a good job at generating them? There were artists working on the game; what artistic control were they given? Did they just paint textures in photoshop all day, or did they get into the guts of the stochastic algorithms? Review: 6/10 I liked how they broke down the world generation into tractable passes, but I was still left wanting at the end for a discussion about creative control.

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