Difference between revisions of "Procedural generation"
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* [[Emergent gameplay]] | * [[Emergent gameplay]] | ||
* [[Fractal landscape]] | * [[Fractal landscape]] | ||
+ | * [[Game]] | ||
* [[Generative art]] | * [[Generative art]] | ||
* [[Generative Modelling Language]] | * [[Generative Modelling Language]] | ||
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* [[Simplex noise]] | * [[Simplex noise]] | ||
* [[Synth video game]] | * [[Synth video game]] | ||
+ | * [[Video game]] | ||
== External links == | == External links == |
Revision as of 07:30, 4 February 2016
In computer graphics, procedural generation is generating content algorithmically rather than manually.
Description
In video games this means graphic content for a game can be created by the host computer, instead of pre-rendered artwork being included with the game package.
See also
- Algorithm
- Artificial Creativity
- Cellular automaton
- Computer graphics
- Conway's Game of Life
- Demoscene
- Diamond-square algorithm
- Display hack
- Digital morphogenesis
- Emergent gameplay
- Fractal landscape
- Game
- Generative art
- Generative Modelling Language
- Iterated function system
- L-System
- Procedural modeling
- Procedural texture
- Procedural animation
- Procedural programming
- Perlin noise
- Random dungeon
- Random map
- Scenery generator
- Shape grammar
- Simplex noise
- Synth video game
- Video game
External links
- Procedural generation @ Wikipedia
- Home page @ Procedural Content Generation Wiki
- Algorithms for Procedural Content Generation @ Procedural Content Generation Wiki