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Thread: Dreams [+VR]

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    Homo Ludens Leon_DiZ's Avatar
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    Default Dreams [+VR]


    Today were showing you a glimpse into some of our dreams. In making LittleBigPlanet and Tearaway, weve learnt a lot about digital creativity. The next step on this journey is Dreams.



    Dreams is the space you go to where you go to play and experience the dreams of Media Molecule and our community. Its also a space in which to create your own dreams, whether theyre games, art, films, music or anything in-between and beyond. Quite frankly, its a lovely place and wed very much like you to visit as soon as were ready to accept guests.

    If any of this sounds like your cup of tea, or youre curious about what this all really means, watch out for Paris Games Week in October.





    site (https://indreams.me/) games, . likes .
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    ....

    potential videos/ . ...

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    , 3-4 , showings. , concept . fan media molecule .


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    LBP. levels ( ) .
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    ?






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    neogaf ( ??).
    http://www.neogaf.com/forum/showpost...&postcount=378
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    ! ;

    ; , animation ................... on-the-fly / real-time , ( particles).............mind blown.

    . , assembly ;

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    "" ( ) : , textures, , , . . digital .
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    Quote Originally Posted by Lefteris_X View Post
    "" ( ) : , textures, , , . . digital .
    , .

    !
    A...

    ! amazing.

    , live. Evans Mm ''''.
    .

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    'Is it a movie maker? Is it a game maker? What is it?' The communities will probably define that. But it's absolutely a game. We are making games with it. What you will choose to make with it, what the community will choose to make with it -- that's the cool thing. We don't know."
    Production on Dreams has been underway for four years now, but Sony and Media Molecule are staying tight-lipped about any release date, saying only to stay tuned for more news at Paris Game Week this October. That said, there is a possibility the title will be released in beta,
    "Let's just say Anton Mikhailov, who helped build the first ever Morpheus prototype, is at Molecule now. ... So I'll leave it at that."
    "At Media Molecule, we're game makers so we're making games with it. So there will be Media Molecule content there. The scope of that is to be announced. But it will be there and it will be good,"
    http://www.engadget.com/2015/06/18/m...tch-streamers/

    - content LBP.( gamers).
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    Watch Impress interviews Yoshida about "VR Gold Rush" and more


    - Same for Dreams - LBP2 team is making it all the time since LBP2 release.

    - Practically confirms Morpheus support for Dreams, urges to wait for official reveal in Paris Game Expo. Says its easier to make 3D models in 3D.

    http://www.neogaf.com/forum/showthread.php?t=1068814
    Yoshida .
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    How the 'LittleBigPlanet' team aims to tap into your 'Dreams'
    http://mashable.com/2015/07/08/dream...utm_source=rss

    GENERAL
    - Dreams is LittleBigPlanet evolved (spiritual successor): The core idea of allowing players to create and share whatever they like remains, but the acts of content creation and consumption both are distinctly different.
    - Accessibility is key for Dreams
    - Dreams shifts creation into a 3D space.

    REMIXING
    - Anything that someone creates can be appropriated and repurposed: At some point you might see an element in a dream and you're like, 'I could take that purple elephant and [turn] it into my own creation. So we're hoping for this Lego-like moment where you realize that if you don't quite like how something works, you can mash it up and make it your own

    HUBLESS CONNECTED WORLD
    - Dreams is much more exploration and MMO-like. Rather than constantly returning to a home screen (like LBP had a hub); instead, it's more like Wikipedia. You search for cucumbers and you end up in Ohio farming and then you get to Batman.

    ABOUT THE TRAILER
    - [Debut trailer] for Dreams was done in about two weeks. We took some playable levels and some non-playable levels, basically a cross-section of the content that we had. For example, the polar bear sequence comes out of a snowboarding game crossed with a guy who was building this polar bear character for his daughter.

    HOW YOU PLAY
    - It's also indicative of how Dreams is meant to flow, particularly when you fire it up for the first time. Much like actual dreams, there's no story, no continuity that ties everything together "The idea is that you explore. So you travel through this sequence of dreams of dream-like I hesitate to say 'levels,' but initially I think they will be game-like levels."

    BETA
    - "Right now, the team at Media Molecule is working on a beta trial. We haven't got the details of when and what, exactly; that's what comes at Paris. "
    .

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    Lefteris_x ..


    “Over the last 4 years, MediaMolecule has been hard at work to evolve its brand of creative gaming. Dreams has a unique rendering engine that runs almost entirely on the PS4s compute unit (no triangles!); it builds on scenes described through Operationally Transformed CSG trees, which are evaluated on-the-fly to high resolution signed distance fields, from which we generate dense multi-resolution point clouds. In this talk we will cover our process of exploring new techniques, and the interesting failures that resulted. The hope is that they provide inspiration to the audience to pursue unusual techniques for real-time image formation. We will chart a series of different algorithms we wrote to try to render Dreams, even as its look and art direction evolved. The talk will also cover the renderer we finally settled on, motivated as much by aesthetic choices as technical ones, and discuss some of the current choices we are still exploring for lighting, anti-aliasing and optimization.”
    At the beginning, Evans worked on PC using PS Move controllers, the idea was to use platonic shapes with simple distance field as primitives. Each primitive was called an “edit” and it was possible to add and subtract from them, and also color them in different hues. It was also possible to blend them in a hard and soft way.
    Models were made of 1 to 100,000 edits, and below you can see, among others, the “Dads head” model, made of 8,274 edits.
    Spoiler!


    Then it was time to do animation tests for the models, but unfortunately the result proved too big, and that wasnt convenient for uploading, which is important for this kind of game. In order to address that, an “evaluator” was written to evaluate the number of edits affecting each voxel of the model.

    Spoiler!


    The first rendered was called “including the original histopyramids marching cubes, engine 1: the polygon edition.” It worked, but it created very dense meshes with mushy edges and slivers. Edges were eventually improved, but problems continued to persist.

    Another attempt was made with Gigavoxels.

    This led to the second engine attempt, named the “Brick Engine,” and born from a hybrid between gigavoxels and volumetric billboards. It ended up being the main engine a lot of the studios artists used for a couple of years. Unfortunately it was too slow and it created unavoidable artifacts.

    : http://www.dualshockers.com/2015/08/...e-and-success/
    Last edited by Deathtrick; 16-08-2015 at 09:39.
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    , ....... ( "" concept = ' )................. "" .

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    "" , , ... "" . "", - , . , , .
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    , ( PDS ), "".

    , . , gameplay .

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