La demoscene es una subcultura informática. Las demos comenzaron siendo una firma de los crackers de software, quienes se daban crédito modificando los programas para que, cuando se iniciaran, se viera una presentación gráfica impresionante, también llamada “intro”. Más adelante, estas intros evolucionaron hacia una cultura independiente de los grupos de cracking. Muchos de los jóvenes talentos que crecieron programando demos, y de esa forma adquiriendo experiencia en programación de gráficos de computadora, luego terminaron trabajando para la industria de los videojuegos, cuyos productos habían violado anteriormente. El objetivo principal de una demo es demostrar que se es mejor programador, y se tienen mejores habilidades gráficas y musicales respecto a otros demo-groups.
Procedural generation is a widely used term in the production of media, indicating the possibility to create content on the fly rather than prior to distribution. This is often related to computer graphics applications and video game level design.
The term procedural refers to the process that computes a particular function. Fractals, an example of procedural generation, dramatically expresses this concept, around which a whole body of mathematics—fractal geometry—has evolved. Commonplace procedural content includes textures and meshes. Sound is often procedurally generated as well and has applications in both speech synthesis as well as music. It has been used to create compositions in various genres of electronic music by artists such as Brian Eno who popularized the term “generative music”.
While software developers have applied procedural generation techniques for years, few products have employed this approach extensively.
The modern demoscene uses procedural generation to package a great deal of audiovisual content into relatively small programs. Farbrausch is a team famous for such achievements, although many similar techniques were already implemented by The Black Lotus in the 1990s.
Procedurally generated content such as textures and landscapes may exhibit variation, but the generation of a particular item or landscape must be identical from frame to frame. Accordingly, the functions used must be referentially transparent, always returning the same result for the same point, so that they may be called in any order and their results freely cached as necessary. This is similar to lazy evaluation in functional programming languages.
Generative Systems refers to systems that use a few basic rules to yield extremely varied and unpredictable patterns.
Video game designer Will Wright and musician Brian Eno.
Generativity of a system is premised on five principle factors:
1 How extensively a system of technology leverages a set of possible tasks;
2 How well it can be adapted to a range of tasks;
3 How easily new contributors can master it;
4 How accessible it is to those ready and able to build on it; and
5 How transferable any changes are to others, including non-experts.
artes marciales
tanques
castillos
El lenguaje de scripts con el que nacio el popular mundo virtual SL, puede ser su limitacion futura, al carecer de posibilidades para incluir comportamientos inteligentes autonomos relevantes, AI.
Artificial Intelligence, or AI, is one area where both single player and multiplayer online games have a huge advantage over Second Life right now, but that, again, is by design. (…)
You can add (in Second Life) simple or relatively complex scripting to objects so they respond to your actions or your mere presence. These scripts can respond to physical objects so that gravity can take its place among the forces acting upon you or other objects. All that said, I’ve yet to see a script that really mimics an intelligent object representing a person much beyond the classic capabilities (…)
Having the ability to add sophisticated AI to objects and faux-avatars (that is, avatars without people behind them) would significantly extend the SL experience. To do this, the LSL library would probably need to be extended for efficiency, and the rather small limit on the size of scripts would need to be lifted or at least increased. Offhand, I might even guess that another programming language might be necessary.
This is doable and it might even be in the future. I wouldn’t be surprised if good AI capabilities weren’t in the initial design specs for a future virtual world following on SL’s pioneering path.
articulo completo: My virtual world requirements – Bob Sutor
