Quote:
narf poit chez BOOM said:
Which is why we need a computer with the type of capability of a ST holodeck.
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There are (at least) two major technical problems and two social problems with that:
1) A programming problem - you can convince a computer to take a library object, run some specified portion of it's vertices and surfaces through an algorythm, and render the result, but the variety of point-manipulation algorythms needed, and the methods of specifying what segment, what manipulation, and what variables in a reasonably intuitive fasion would take ages to program, as ALL of that must come from at least one very intelligent human mind (probably hundreds or thousands).
2) A library problem - sure, the holodec can build highly detailed re-creations of scenes - but, of necessity, it's pulling things out of a library somewhere - the user tells the computer he wants a nature scene, and the computer picks one from a library, or generates one based on a template and componentes from a library (a component may, in turn, be a template with components pulled by some algorythm out of a library - recursive to whatever finite degree is desired) - but fundamentally, it's pulling stuff out of a truly enormous (and incredibly well-indexed) object library. This library must be built before a Star Treck Holodeck ease rendering system can be implemented.
3) A copyright problem - you can take a chunk of data, and manipulate it through some algorythm, but unless you have an agreement with the owner of the original data chunk specifying otherwise, you can't legally distribut the altered work willy-nilly. So, even after you have dealt with 1 and 2, you have a big legal mess to deal with before you can use the easy system in an mass-media fashion.
4) A repetition issue - Have you ever noticed how games of the same basic type from the same company tend to have the same basic feel to their appearence? That's mainly because the game companies tends to re-use their engines; it's even common for a company to liscense it's engine to other companies - so you will sometimes see many games of the same nature from different companies that have the same feel to their appearence. If you don't completely replace the library (step 2) and algorytms (step 1) fairly often, the easy-made shows built from the engine will start to have a repetitive look to them, and your audience will become tired of it, eventually shunning any show made with the easy-create engine and library. A very, VERY big library of algorythms and objects, well-used random factors and style/genre variables will alleviate the problem, but will ultimately just delay the point at which they all start looking alike. With the number of times the holodec is featured in ST, this isn't an issue. With the number of times it would be used to make many different rendered components for shows, it would be - in short order (a few years), most probably. For something used to entertain the crew on a long voyage, this isn't an issue, as THEY are the creators, and can change things to suit their individual preferences, puttting as much work in as needful to make things match; for something used to produce mass entertainment, this is a very big issue.