Procedural
Seed: 42
Procedural generation is a way to generate content for a game algorithmically rather than manually. Example of content that can be generated are textures, terrain, quests and many other things.
Reference
- Practices in Procedural Generation - 2016
- Procedural World - 2015
- A Primer on Repeatable Random Numbers - 2015
- Procedurally Generated Trees with Space Colonization Algorithm in XNA C# - 2014
- Procedural content generation - 2013
- Procedural Content Generation in RCF2 - 2010
- Libnoise - 2007
- Algorithms for Procedural Content Generation
Terrain
- Procedural Generation of 3D Caves for Games on the GPU - 2015
- How we Generate Terrain in DwarfCorp - 2013
- Modeling Real-World Terrain with Exponentially Distributed Noise
Maze
- Procedural Level design in Eldritch - 2015
- Interview: How Does Level Generation Work In Brogue? - 2015
- Unite 2014 - Generating Procedural Dungeons in Galak Z - 2014
- Level Design in Procedural Generation - 2014
- Procedural Modeling of Cave-like Channels - 2014
- Procedural Level Generation in Games using a Cellular Automaton: Part 1 - 2014
- Bake Your Own 3D Dungeons With Procedural Recipes - 2014
- Random level generation in wastelands kings - 2013
- Maze Generation: Algorithm Recap - 2011
- Herringbone Wang Tiles - 2011
- Procedural Level Generation Using Occupancy-Regulated Extension - 2010
- Unangband Dungeon Generation - Part Five (Elements) - 2007
- Roguelike Dungeon Generation
City/Buildings
- Procedural and Automation Techniques for Design and Production of Sunset Overdrive - 2015
- Procedural City Generation in Python - 2015
- Designer-driven 3D Buildings Generated Using Variable Neighborhood Search - 2014
- Procedural City - 2009
- Citygen: An Interactive System for Procedural City Generation - 2007
- Procedural Content Generation - 2007
- Procedural Modeling of Buildings - 2007
- Procedural Modeling of Cities - 2007
- A Survey of Procedural Techniques for City Generation - 2006
- Procedural Buildings Tutorial
Textures
Quest
World
- Procedurally Generating Wrapping World Maps in Unity C# (One, Two, Three and Four) - 2016
- Procedural World Generation and Simulation in DWARF FORTRESS - 2012
- 2D procedurally generated world building in Unity - 2015
GPU-Based Procedural Placement in Horizon Zero Dawn - 2017
PCG Shotgun: 6 Techniques for Leveraging AI in Content Generation - 2017
Practical Procedural Generation for Everyone - 2017
Procedural Narrative Generation - 2017
Continuous World Generation in 'No Man's Sky' - 2017
Building Worlds Using Math(s) - 2017
Procedural Generation in Shattered Planet - 2015
The importance of good noise - 2018
Tiled Blue Noise - 2018
Generating Blue Noise Textures With Void And Cluster - 2019
Implementation of Fast and Adaptive Procedural Cellular Noise - 2019