Difference between revisions of "Procedural generation"

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In [[computer graphics]], '''procedural generation''' is generating content algorithmically rather than manually. 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.
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In [[computer graphics]], '''procedural generation''' is generating content algorithmically rather than manually.
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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.
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== See also ==
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* [[Emergent gameplay]]
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* [[Artificial Creativity]]
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* [[Procedural modeling]]
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* [[Procedural texture]]
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* [[Procedural animation]]
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* [[Procedural programming]]
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* [[Scenery generator]]
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* [[Cellular automata]]
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* [[Demoscene]]
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* [[Display hack]]
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* [[Digital morphogenesis]]
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* [[Perlin noise]]
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* [[Simplex noise]]
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* [[Random map]]
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* [[Random dungeon]]
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* [[Generative Modelling Language]]
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* [[Generative art]]
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* [[Synth video game]]
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* [[Shape grammar]]
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* [[Fractal landscape]]
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* [[Diamond-square algorithm]]
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* [[L-System]]
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* [[Iterated function system]]
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== External links ==
 
== External links ==

Revision as of 11:39, 5 June 2015

In computer graphics, procedural generation is generating content algorithmically rather than manually.

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


External links