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You don't have to be an expert to help outIf you're new to PCG or are not an adept coder, you can still help expand the wiki. Simply update an existing game entry to include additional information from wikipedia. Follow the examples to understand how to set up and edit the info boxes. Welcome to the Procedural Content Generation Wiki The PCG Wiki is a central knowledge-base for everything related to Procedural Content Generation, as well as a detailed directory of games using Procedural Content Generation. What is Procedural Content Generation?

http://pcg.wikidot.com/

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Procedural Content Generation Procedural Texture Generation (2015) Ian Parberry, "A Designer Centric Procedural Texture Generator Using Modular Bivariate Quadratic Functions", Technical Report LARC-2015-05, Laboratory for Recreational Computing, Dept. of Computer Science & Engineering, University of North Texas, July 2015. [pdf, BibTeX, more information] Abstract

Polygonal Map Generation for Games I wanted to generate interesting game maps that weren’t constrained to be realistic, and I wanted to try some techniques I hadn’t tried before. I usually make tile maps but instead used a different structure. What could I do with 1,000 polygons instead of 1,000,000 tiles? The distinct player-recognizable areas might be useful for gameplay: locations of towns, places to quest, territory to conquer or settle, landmarks, pathfinding waypoints, difficulty zones, etc. I generated maps with polygons, then rasterized them into tile maps that looked like this: Most procedural map generators, including some of my own previous projects, use noise functions (midpoint displacement, fractal, diamond-square, perlin noise, etc.) to generate a height map.

Googling for code solutions can be tricky — here’s how to get started Mad Libs was driving me mad. In order to learn JavaScript earlier this quarter, I set out to build a web application that would mimic a game of Mad Libs and immediately got stuck. The idea was that the game would prompt you to enter a set of random words according to specific parts of speech, and then return to you a story whose blanks had been filled in with those words. Cue a hilarious mix match of sentences. In theory, building it would be simple: have an input form in which the user entered various words. Tip of the day May 2013 Tip #67 – Get and set build order of scenes You can get access to the build order for scenes in your editor scripts by calling EditorBuildSettings.scenes. This allows you to control what scenes are included with the build through your editor code. public class SceneDump { [MenuItem("Codefarts/Dump Scenes")] public static void Dump() { var parts = from part in EditorBuildSettings.scenes select string.Format("{0} - {1}", part.enabled, part.path); Debug.Log(string.Join("\r\n", parts.ToArray())); }} Tip #66 - QueueGameViewInputEvent

Features - A Real-Time Procedural Universe, Part One: Generating Planetary Bodies There have been quite a few articles, web sites, and books published in the past few years that talk about generating game worlds procedurally. As game worlds have become larger and more complex, it has become less practical for game designers to generate every detail by hand. Mathematical procedures of all sorts have been around for quite a while to generate different types of texture maps, terrain, and 3D objects.

SweetFX Shader Suite release and discussion thread This is the official release thread for SweetFX. Current version is 1.3 You can download it here on Guru3D's mirrors, or on dropcanvas. It's also on Skyrim nexus (where you can also find older versions). On Dropcanvas you can also find versions of my shaders that will work with Media Player Classic so you can use them to improve movie watching as well. Curses Programming with Python — Python 2.7.10 documentation Abstract This document describes how to write text-mode programs with Python 2.x, using the curses extension module to control the display. What is curses? The curses library supplies a terminal-independent screen-painting and keyboard-handling facility for text-based terminals; such terminals include VT100s, the Linux console, and the simulated terminal provided by X11 programs such as xterm and rxvt.

Unity 3D Best Practices: Part 1 We’ve been developing games with Unity for a while. As most of our games are targeted for mobile devices, one of our main concerns on the development process is having our projects well structured and optimised. There are a lot of simple tips and tricks we’ve been using which make all the difference on any project’s overall performance. In order to demonstrate each topic’s usefulness, I’ll be presenting profiling data retrieved from a demo, running on an iPad Mini. Always cache references to components you’ll need to use on your scripts. Accessing a game object world position from its script is easy, all you need to do is call transform.position.

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