Red Letter Calculus (www.redlettercalculus.com
) is the home for me, Sam Salo, to post design documentation on my procedural generation algorithm. The site focuses on the design and theory of the pattern which governs the algorithm. My background is primarily in quantum mechanics, physics, math, and philosophy, so a primary purpose at this point is to find and assemble a small team of programmers who are more experienced in the computer science fields than myself. I’m very familiar with several languages and general CS theory, but I need a small team with the aforementioned programming expertise in order to fully birth the scripting language and engine. I would do everything in my power and understanding to “be in the coding” myself. The algorithm is described below.
Here’s the background of the algorithm:
Last year, I brainstormed a computer algorithm based on Einstein’s equations and the human body. It’s in the class of “procedural generation”, which means it’s “one of those” algorithms that generates worlds, buildings, creatures, etc., by itself. The primary thrust of the design documented on this website is to take an existing 3D data methodology, preferrably voxel/octree technique, and “dress” said methodology in the RLC design logic. A primary goal, as stated on the “Goals of RLC” page, is to create a head/body scripting language, interfacing with an underlying parser, which would take voxel theory and realize it to its full, refined form. What the design would do is touched upon immediately below.
Here’s what the algorithm does:
-Does away with the vast majority of textures. I.e., most textures and lighting are generated realtime
-Generates material-specific physics realtime
-Greatly advances AI
-Creates a new and advanced system of body animation featuring realistic and detailed facial and body movement, on-the-fly AI learning capabilities, and keyframe-less, realtime movement generation. And all in a simple design.
-Requires less memory and produces better results
-Generates menus and level design by itself with small input in the initial code
-Would allow a single developer or small group to create A-level games in much shorter time frames with relatively tiny budgets
-Would allow things like city-creation where all buildings are actually able to be traversed with intelligently generated rooms and furniture. I.e., no more pretty rectangles with texture mapping designed to look like real doors and windows.
-Creates a new and much more fluid system of cloth dynamics
-Features a new manner of 3D data classification, which intelligently reduces polygon counts while at the same time creating polygons in select areas and objects and producing better curves in key places.
-Re-engineers lighting to allow for a unified approach to the mesh/lighting interaction.
-Allows for many more light sources than in current game engine architecture.
-Much more intelligent collision-detection logic and according action
-Creates fully destructible environments with material-specific interaction
-Allows one to generate myriads of art styles for a game in but a few seconds of code description
-Allows one to not only produce advanced AI, but add “personality traits” to whatever NPC’s, enemies, or character groups one desires