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Comment on How Spore's Creature Creator was made, 2003-2008

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In many ways I feel modern gamedev has never really attempted to redo what Spore accomplished (outside of perhaps No Man's Sky).

The metaball rigging and texture generation approach feels like its still somewhat relevant.

The 3d model generation deep learning pipeline that Meta released recently operates on almost similar principles, using signed distance fields and a deep learning network to generate both textures and materials.

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