Difference between revisions of "Procedural generation"
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* [[Emergent gameplay]] | * [[Emergent gameplay]] | ||
* [[Artificial Creativity]] | * [[Artificial Creativity]] | ||
+ | * [[Conway's Game of Life]] | ||
* [[Procedural modeling]] | * [[Procedural modeling]] | ||
* [[Procedural texture]] | * [[Procedural texture]] | ||
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* [[Procedural programming]] | * [[Procedural programming]] | ||
* [[Scenery generator]] | * [[Scenery generator]] | ||
− | * [[Cellular | + | * [[Cellular automaton]] |
* [[Demoscene]] | * [[Demoscene]] | ||
* [[Display hack]] | * [[Display hack]] |
Revision as of 11:40, 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
- Emergent gameplay
- Artificial Creativity
- Conway's Game of Life
- Procedural modeling
- Procedural texture
- Procedural animation
- Procedural programming
- Scenery generator
- Cellular automaton
- Demoscene
- Display hack
- Digital morphogenesis
- Perlin noise
- Simplex noise
- Random map
- Random dungeon
- Generative Modelling Language
- Generative art
- Synth video game
- Shape grammar
- Fractal landscape
- Diamond-square algorithm
- L-System
- Iterated function system
External links
- Procedural generation @ Wikipedia
- Home page @ Procedural Content Generation Wiki
- Algorithms for Procedural Content Generation @ Procedural Content Generation Wiki