- published: 22 Apr 2010
- views: 2802
Randomness is the lack of pattern or predictability in events. A random sequence of events, symbols or steps has no order and does not follow an intelligible pattern or combination. Individual random events are by definition unpredictable, but in many cases the frequency of different outcomes over a large number of events (or "trials") is predictable. For example, when throwing two dice, the outcome of any particular roll is unpredictable, but a sum of 7 will occur twice as often as 4. In this view, randomness is a measure of uncertainty of an outcome, rather than haphazardness, and applies to concepts of chance, probability, and information entropy.
The fields of mathematics, probability, and statistics use formal definitions of randomness. In statistics, a random variable is an assignment of a numerical value to each possible outcome of an event space. This association facilitates the identification and the calculation of probabilities of the events. Random variables can appear in random sequences. A random process is a sequence of random variables whose outcomes do not follow a deterministic pattern, but follow an evolution described by probability distributions. These and other constructs are extremely useful in probability theory and the various applications of randomness.
This is a 3D random terrain generator that I made using C# and XNA. It has moving clouds and water as well as a first person camera. The terrain is generated using multiple octaves of Perlin noise. http://www.manatee-combine.com/
PHANTASMAL- The Shunned Ones is an amazing ever changing horror game! SUBSCRIBE HERE: http://goo.gl/MqapqG Facebook: https://www.facebook.com/Mightbegiant Twitter: https://twitter.com/MightbegiantYT Livestreams: http://hitbox.tv/mightbegiant I loves me a good procedurally generated game. I loves me a good atmospheric horror game. This is both of those wrapped in a horrific bow! Watch this, play it for yourself, and see what it's all about. Kickstarter page: http://kck.st/1AvvYDM Presskit (with images and video): http://bit.ly/1pKGlmJ Demo: http://bit.ly/1sek5kN Steam Greenlight: http://bit.ly/1p3V3zc Intro music care of AUDIOMICRO - http://www.audiomicro.com/ Visualization care of Winamp/Milkdrop - http://www.winamp.com/
This game was pretty fun! Try it for yourself! Click The Link To Subscribe! :D → http://bit.ly/1a7X4sY INFO ON THE GAME: This game is called The Unknown! It is actually pretty fun! The randomly generated map is pretty cool and the goal in the game is pretty easy. I am unsure if I saw all the threats in the game, seeing as they are randomly generated, but it was fun! If you want to play for yourself here is the link: http://www.indiedb.com/games/the-unknown
MINI-PROJECT 2 - TERM 6
Demonstration video of Phantasm Engine, Tool set and work-pipeline for developing XNA based games. The Complete engine is being developed in-house. The work pipeline is closely integrated with Autodesk Maya to handle most common task such as Lighting, Level editing, Spawn points, Terrain creation, adding bounding boxes etc.
Proof of concept: A 16x8 grid (1024x1024) nearly continuous LOD, paging terrain with minimal visual artifacts, done in XNA.
The 7th Workshop on Procedural Content Generation took place in Dundee at FDG 2016, comprising a day of exciting talks about new ideas for procedural generation and games. The talks were streamed live, and this is a full recording of the stream. Individual talk links are below, simply click on the timestamp: 17:01 - The VGLC: The Video Game Level Corpus (Adam Summerville) 40:26 - Scalable Level Generation for 2D Platforming Games (Tommy Thompson) 1:12:18 - Identifying Attributes for Defining Specific Game Areas in Virtual Terrain (Andrew Pech) 1:51:55 - Procedural Generation of Linguistics, Dialects, Naming Conventions and Spoken Sentences (Mark Johnson) 2:22:40 - Diegetically Grounded Evolution of Gameworld Languages (James Ryan) 2:53:30 - Lightning Talks (Lots of people) 4:15:35 - Exhau...
A very early build of a procedurally generated castle game. The objective is to escape the castle. You awaken at the start of the game in the cellar of the mysterious castle, and have no idea how you arrived. The castle is full of both great danger and great rewards. At this stage of development, the castle is empty and has placeholder assets, but it will give you an idea of gameplay. The current early dev demo is here: http://7dfps.com/?action=games&id;=236
This is a 3D random terrain generator that I made using C# and XNA. It has moving clouds and water as well as a first person camera. The terrain is generated using multiple octaves of Perlin noise. http://www.manatee-combine.com/
PHANTASMAL- The Shunned Ones is an amazing ever changing horror game! SUBSCRIBE HERE: http://goo.gl/MqapqG Facebook: https://www.facebook.com/Mightbegiant Twitter: https://twitter.com/MightbegiantYT Livestreams: http://hitbox.tv/mightbegiant I loves me a good procedurally generated game. I loves me a good atmospheric horror game. This is both of those wrapped in a horrific bow! Watch this, play it for yourself, and see what it's all about. Kickstarter page: http://kck.st/1AvvYDM Presskit (with images and video): http://bit.ly/1pKGlmJ Demo: http://bit.ly/1sek5kN Steam Greenlight: http://bit.ly/1p3V3zc Intro music care of AUDIOMICRO - http://www.audiomicro.com/ Visualization care of Winamp/Milkdrop - http://www.winamp.com/
This game was pretty fun! Try it for yourself! Click The Link To Subscribe! :D → http://bit.ly/1a7X4sY INFO ON THE GAME: This game is called The Unknown! It is actually pretty fun! The randomly generated map is pretty cool and the goal in the game is pretty easy. I am unsure if I saw all the threats in the game, seeing as they are randomly generated, but it was fun! If you want to play for yourself here is the link: http://www.indiedb.com/games/the-unknown
MINI-PROJECT 2 - TERM 6
Demonstration video of Phantasm Engine, Tool set and work-pipeline for developing XNA based games. The Complete engine is being developed in-house. The work pipeline is closely integrated with Autodesk Maya to handle most common task such as Lighting, Level editing, Spawn points, Terrain creation, adding bounding boxes etc.
Proof of concept: A 16x8 grid (1024x1024) nearly continuous LOD, paging terrain with minimal visual artifacts, done in XNA.
The 7th Workshop on Procedural Content Generation took place in Dundee at FDG 2016, comprising a day of exciting talks about new ideas for procedural generation and games. The talks were streamed live, and this is a full recording of the stream. Individual talk links are below, simply click on the timestamp: 17:01 - The VGLC: The Video Game Level Corpus (Adam Summerville) 40:26 - Scalable Level Generation for 2D Platforming Games (Tommy Thompson) 1:12:18 - Identifying Attributes for Defining Specific Game Areas in Virtual Terrain (Andrew Pech) 1:51:55 - Procedural Generation of Linguistics, Dialects, Naming Conventions and Spoken Sentences (Mark Johnson) 2:22:40 - Diegetically Grounded Evolution of Gameworld Languages (James Ryan) 2:53:30 - Lightning Talks (Lots of people) 4:15:35 - Exhau...
A very early build of a procedurally generated castle game. The objective is to escape the castle. You awaken at the start of the game in the cellar of the mysterious castle, and have no idea how you arrived. The castle is full of both great danger and great rewards. At this stage of development, the castle is empty and has placeholder assets, but it will give you an idea of gameplay. The current early dev demo is here: http://7dfps.com/?action=games&id;=236