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Indiedev - Die Community für Spieleentwickler. The Death of the Level Designer: Procedural Content Generation in Games - Part One. (This article is in six parts: parts one, two , three, four, five and six, along with a follow up article series Proceduralism; and is also available as a PDF) Procedural content generation is yet to set the game industry on fire. It has featured in one of the greatest games of all time, Diablo and it's successor, who directly trace their roots to roguelike games such as Angband. But the recent implementation of random level generation in Hellgate: London did little to inspire people that this method works well for game level design. But bubbling under the surface of the industry, and very much evident in future games like Spore is a methodology that like most technologies has been underwhelming in the short term but in the long term will have profound consequences for how games are designed. An announcement late last year should have set the hearts of anyone working in the games industry a tremor.

No, it wasn't Activision merging with Vivendi. 1. 2. 3. Further Reading: Articles - Procedural Content Generation. Procedural generation. Procedural generation is a widely used term in the production of media; it refers to content generated algorithmically rather than manually. Often, this means creating content on the fly rather than prior to distribution. This is often related to computer graphics applications and video game level design. Overview[edit] The term procedural refers to the process that computes a particular function. Fractals, an example of procedural generation,[1] dramatically express this concept, around which a whole body of mathematics—fractal geometry—has evolved.

Commonplace procedural content includes textures and meshes. The modern demoscene uses procedural generation to package a great deal of audiovisual content into relatively small programs. In recent years, there has been an increasing interest in procedural content generation within the academic game research community, especially among researchers interested in applying artificial intelligence methods to the problems of PCG. Film[edit] GameDev.net - all your game development needs.

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