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Continuous World Generation in 'No Man's Sky'
'No Man's Sky' uses procedural generation by necessity, creating vast game worlds which allow a player to transition seamlessly from space down to an interactive and populated terrain. This talk is a study of the technical architecture of 'No Man's Sky', focusing in particular on the techniques used to generate planets and the supporting structures allowing this to happen continuously in real-time. Giving insight into the challenges Hello Games faced in developing a vast game-world as a small team, this lecture will offer a step-by-step breakdown of their generation pipeline, from voxel-based world generation, through polygonization and texturing, to eventual population and simulation.
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