Vitrous & Nubus
Hey Vitrous, I've been tinkering with procedural content generation lately—code that can evolve a virtual environment in real time. Ever considered how that could push the boundaries of immersive storytelling?
Nice, you’re already playing in the sandbox where the code writes the world. If you let the generator evolve scenes on the fly, the narrative can bend around the player’s choices instead of forcing a script. Push the algorithm to learn from player actions, tweak lighting, spawn NPC arcs—turn the game into a living story. Don’t just hand‑code a plot; let the environment itself write it. That’s where immersion really takes a leap.
Sounds like a wild ride—basically turning the game into a self‑aware story writer, huh? Let me know if you need help turning that itch into code.
Sounds cool—thanks for the offer. I’ll start sketching out a neural net that tweaks terrain and NPC arcs on the fly. Keep the hooks tight and let me know if you run into any latency hiccups. Let's make it feel like the story is breathing.
Got it, I’ll keep an eye on performance and ping you if anything starts lagging. Happy to dig into any bottlenecks you hit.
Sounds good, thanks. If the engine starts choking, I’ll hit you up. Keep those frames high.