A year ago, I poked around Steam to see how many game developers were disclosing usage of Generative AI . It was around 1,000, which seemed like a lot to me at the time. If memory serves, that was about 1.1% of the entire Steam library, which has since seen 20,000+ more titles appear. I've been fol
Procedural generation of content in games is by no means a new thing. Even if the end state isn’t completely procedurally generated, odds are a version of the asset was initially and a human touched it up as necessary. When you’re talking about large asset sets (open world and/or large maps, tons of textures, lots of weapons, etc) odds are they weren’t all 100% hand made. Could you imagine making the topology map and placing things like trees in something like RDR2?
That’s not to say all this automation is necessary a good thing. It almost feels like we’re slowly chugging through a second industrial revolution, but this time for white collar workers. I know that I tell myself that I would rather spend my time solving problems vs doing “menial” work and have written a ton of automation to remove menial work from my job. I do wonder if problem solving will become at least somewhat menial in the future.
Is procedural generation part of what they must disclose as being AI generated, tho? The assets used usually are still made by hand, even if all the tree and rock (and whatever else) assets were placed procedurally using RNG or some sort of algorithm.
Not sure, but I would suspect that AI output would likely be very similar to procedural generation output in that it will need some massaging before it can be used as a final asset.
Procedural generation is just an earlier form of AI that’s been demystified and commercialized as a positive thing. The current generative tools aren’t at that level of adoption yet.
Procedural generation of content in games is by no means a new thing. Even if the end state isn’t completely procedurally generated, odds are a version of the asset was initially and a human touched it up as necessary. When you’re talking about large asset sets (open world and/or large maps, tons of textures, lots of weapons, etc) odds are they weren’t all 100% hand made. Could you imagine making the topology map and placing things like trees in something like RDR2?
That’s not to say all this automation is necessary a good thing. It almost feels like we’re slowly chugging through a second industrial revolution, but this time for white collar workers. I know that I tell myself that I would rather spend my time solving problems vs doing “menial” work and have written a ton of automation to remove menial work from my job. I do wonder if problem solving will become at least somewhat menial in the future.
Is procedural generation part of what they must disclose as being AI generated, tho? The assets used usually are still made by hand, even if all the tree and rock (and whatever else) assets were placed procedurally using RNG or some sort of algorithm.
Not sure, but I would suspect that AI output would likely be very similar to procedural generation output in that it will need some massaging before it can be used as a final asset.
Procedural generation is just an earlier form of AI that’s been demystified and commercialized as a positive thing. The current generative tools aren’t at that level of adoption yet.
That is such a broad generalisation that it makes the term useless.
Is Minesweeper AI then? It uses procedural generation to generate the play area. Is Minecraft chunk generation AI?
Is perlin noise AI?
AI is a meaningless term as weli. It generally has meant cutting edge computer research subjects.