Q:Procedural Ships? Space Stations? Not Possible.
A:We realize that there are an enormous number of misconceptions circulating concerning this still-embryonic technology known as procedural content generation (PCG). Many people think that PCG is strictly capable of such things as "fractal" terrains, vegetation, and so forth. But PCG is not inherently tied to any particular type of content, it just happens to be quite easy to write algorithms that generate terrains and vegetation. Procedural ships and space stations, however, are completely feasible. They just require different kinds of algorithms. As you can see from the screenshots, we have had a fair amount of success already! We don't even have a 3D modeling package installed on our dev machines. We couldn't model something manually if we wanted to. We're serious when we say that everything will be procedural...and if you don't believe it, then you'll just have to get a copy of the game when it comes out and see for yourself!
这一条是关于游戏运用的PCG技术的
Q:Doesn't Procedural Content get Dull?
A:It totally depends on the algorithms. Procedural content can be as varied and interesting as the developer allows it to be. We are pouring an enormous amount of work into making our algorithms as diverse and high-quality as possible. We hope to achieve a level of quality and diversity that would be unattainable even by a full team of professional artists. We know that it's possible - we just have to make it happen.
这一条是关于PCG生成事物的重复度的。