# That is very cool! it’s completely deterministic moment to moment. so in one time slice, The map is a certain way and there is a certain set of configurations possible from that moment into the next. if the rule is something like: add to each element of the map such that the center of gravity depends upon the mass distribution of the entire map in that slice, and rotate the road the user is currently on and draw a new section of road the size of the car when the user presses forward”, which is what I’m guessing by what I’ve seen, then it can be completely deterministic. I only watched a few seconds of it and it’s beautiful. I’ve never seen a map like that. it may be chaotic if you look at the details of the map all at once, but I believe the algorithm focuses on the simpler value like the map mass and rotation. from that it determines where to place the next track in respect to the player in that moment. it doesn’t need to consider the complexity of the map beyond not colliding the next section of map in a way that the user can’t fit through a hole. but you the user get to see the history.

That is very cool!
it’s completely deterministic moment to moment.

so in one time slice, The map is a certain way and there is a certain set of configurations possible from that moment into the next.

if the rule is something like: add to each element of the map such that the center of gravity depends upon the mass distribution of the entire map in that slice, and rotate the road the user is currently on and draw a new section of road the size of the car when the user presses forward”, which is what I’m guessing by what I’ve seen, then it can be completely deterministic.

I only watched a few seconds of it and it’s beautiful.

I’ve never seen a map like that.

it may be chaotic if you look at the details of the map all at once, but I believe the algorithm focuses on the simpler value like the map mass and rotation.

from that it determines where to place the next track in respect to the player in that moment.

it doesn’t need to consider the complexity of the map beyond not colliding the next section of map in a way that the user can’t fit through a hole.

but you the user get to see the history.