Notes on procedural content generation

First of all. What is procedural content generation? There is a wiki for that.

“Procedural content generation (PCG) is the programmatic generation of game content using a random or pseudo-random process that results in an unpredictable range of possible game play spaces”

These are some of my bookmarks concerning all things procedural:

The Bait:

Develop Magazine, on No Mans Sky. Just click it.

“Develop speaks to seasoned developers on why they are embracing automatic creation” Here.

The heavy stuff:

Procedural Content Generation In Games. “Book”.

Guides & tutorials:

 Tips for using procedural content in games.

Procedural audio in unity. Link.

Procedural color generation.

Hex system guide.

Procedural geometry in unity: Link

PCG in games :

Richard Garriott‘s Akalabeth (1980);

Rescue on Fractalus  (1985);
Dwarf Fortress (2002);

Minecraft (2009);

Fractal theory:

Generating cities from the bottom up. (.pdf links can be a pain)
Connecting the fractal city. Link.

Leave a Reply

Fill in your details below or click an icon to log in: Logo

You are commenting using your account. Log Out /  Change )

Google+ photo

You are commenting using your Google+ account. Log Out /  Change )

Twitter picture

You are commenting using your Twitter account. Log Out /  Change )

Facebook photo

You are commenting using your Facebook account. Log Out /  Change )

Connecting to %s