# procedural infinity and evoking limitlessness in garmes my abstract encounters' design philosophy: "garmes played on computers - that often look as though made by them - should be generated computationally" there's been a long need for computers to procedurally generate video garme dimensions without limits and on demand - not only limitless in scale but functionally immeasurable inexhaustible and infinitely explorable there's neither true space or time within a computer - it's all virtual worlds without end: inferences by mavros sedeño modern video garmes are still mistakenly based on assuming 'empty spaces' - which then need 'filling' / padding out with ever more uselessly elaborate maps levels and budget sucking art assets - rather than the notion of direct computer / player based generation and manipulation of 'video-garmespacetime' (vgst) on the fly to think in terms of procedurally emergent player spacetime of 'embeddedness' - rather than the obsolete notion of playable / interactive objects 'in' computer 'space' note that 'procedural' implies everything about / in teh garme rapidly evolves through 'complex self organization' just as the big bang did not occur 'in space' but was the birth of space - video garme objects are not 'in' space but are living processes "of / as" space while objects 'in' video garme space aren't real (are 'irreal') they're still often treated as though 'solid' and forever unchangeable (ie. un-playable) - yet players of cs:go zombie survival easily pass (noclip) right through one another this is a 'castles in the sand' or 'holographic' / 'liquid neon' approach; mercurial unpredictable and impulsive - where easy instant dynamic mutability and temporality rule rather than constipated inflexibility and laughably impenetrable 'permanence' yet entire garmes nowadays may be viewed as invisible knee high walls such a shift from the 'falsely limited' view of maps levels and objects to video garme processes 'evocative of infinity' requires side stepping realism and re-imagining what 'light' and 'physics' mean in entirely imaginary virtual (video garming) terms - asking "what players require of ir garme right now" rather than just imposing sets of arguably arbitrary restrictions such as eg. **+** players must be human / human sized **+** 'gravity' - apples fall down toward the 'ground' **+** developers need professional architects / architecture // republic of bob