Difference between revisions of "Procedural generation"
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* [http://pcg.wikidot.com Home page] @ Procedural Content Generation Wiki | * [http://pcg.wikidot.com Home page] @ Procedural Content Generation Wiki | ||
* [http://pcg.wikidot.com/category-pcg-algorithms Algorithms for Procedural Content Generation] @ Procedural Content Generation Wiki | * [http://pcg.wikidot.com/category-pcg-algorithms Algorithms for Procedural Content Generation] @ Procedural Content Generation Wiki | ||
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+ | [[Category:Computation]] | ||
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Revision as of 04:20, 21 April 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