- published: 31 May 2017
- views: 9918
In computing, procedural generation is a method of creating data algorithmically as opposed to manually. In computer graphics it is commonly used for creating textures. In video games it is used for creating items, quests, and level geometry. Advantages of procedural generation include smaller file sizes, larger amounts of content, and randomness for less predictable gameplay.
The term procedural refers to the process that computes a particular function. Fractals, an example of procedural generation, express this concept, around which a whole body of mathematics—fractal geometry—has developed. Commonplace procedural content includes textures and meshes. Sound is often procedurally generated as well and has applications in both speech synthesis as well as music. It has been used to create compositions in various genres of electronic music by artists such as Brian Eno who popularized the term "generative music".
While software developers have applied procedural generation techniques for years, few products have employed this approach extensively. Procedurally generated elements have appeared in earlier video games: The Elder Scrolls II: Daggerfall takes place on a mostly procedurally generated world, giving a world roughly twice the actual size of the British Isles. Soldier of Fortune from Raven Software uses simple routines to detail enemy models, while its sequel featured a randomly-generated level mode. Avalanche Studios employed procedural generation to create a large and varied group of tropical islands in great detail for Just Cause. "No Man's Sky," a game being developed by games studio Hello Games is all based upon procedurally generated elements.
Extra Credits is a video lesson series presented by game designer James Portnow, animator/narrator Daniel Floyd, and artists Allison Theus, Elisa "LeeLee" Scaldaferri, Scott DeWitt, and Dan Jones. The series of videos discuss issues pertinent to video games and game studies, particularly discussing issues concerning video game development, addressing the legitimacy of video games as art, and creating intellectual discourse on important issues in gaming culture.
The series was developed directly from a series of lecture videos by Floyd and Portnow, informally known as "Video Games And...", which ran sporadically from February 17, 2008 to April 16, 2010.
The series originally aired on The Escapist from July 28, 2010 to August 10, 2011, before being split off over a financial dispute. Between September 7, 2011 and December 31, 2013, the show aired on PATV, a distribution channel hosted by Penny Arcade, whose downsizing of partner services after the latter date was cited as the reason for the show's subsequent "move" to YouTube, where the show is currently aired. In addition, the episodes have been syndicated on many websites, including ScrewAttack and the creators' own EC Network.
Procedural may refer to:
Generation is the act of producing offspring. In kinship terminology, it is a structural term designating the parent-child relationship. It is also known as biogenesis, reproduction, or procreation in the biological sciences. The term is also often used synonymously with cohort in social science; under this formulation the term means "people within a delineated population who experience the same significant events within a given period of time". Generation in this sense of birth cohort, also known as a "social generation", is widely used in popular culture, and has been the basis for societal analysis. Serious analysis of generations began in the nineteenth century, emerging from an increasing awareness of the possibility of permanent social change and the idea of youthful rebellion against the established social order. Some analysts believe that a generation is one of the fundamental social categories in a society, while others view its importance as being overshadowed by other factors such as class, gender, race, education, and so on.
In this 2017 GDC session, Tracery developer Kate Compton explains the many surprisingly simple algorithms of procedural content generation and how to use simple data structures to control complex content-generators that are scalable, flexible, and surprisingly powerful. GDC talks cover a range of developmental topics including game design, programming, audio, visual arts, business management, production, online games, and much more. We post a fresh GDC video every weekday. Subscribe to the channel to stay on top of regular updates, and check out GDC Vault for thousands of more in-depth talks from our archives. Follow us on Twitter https://twitter.com/Official_GDC Check out our Facebook page for GDC exclusives https://www.facebook.com/GameDevelopersConference Visit our site: http://ub...
Subscribe for new episodes every Wednesday! http://bit.ly/SubToEC Watch more episodes from this season of Extra Credits! http://bit.ly/1GVGAQv Join us live on Twitch! http://bit.ly/ECTwitch ---- (Episode details below...) Talk to us on Twitter (@ExtraCreditz): http://bit.ly/ECTweet Follow us on Facebook: http://bit.ly/ECFBPage Get our list of recommended games on Steam: http://bit.ly/ECCurator ___________ Procedural generation can be used to create almost any kind of content, but in games, we usually see it used to create levels, enemy encounters, and loot drops. This random element allows games like Diablo to offer players infinite replayability, since every dungeon run will both look different and yield different results. This approach does have its weaknesses, however. Handc...
Welcome to this series on procedural landmass generation. In this introduction we talk a bit about noise, and how we can layer it to achieve more natural looking terrain. A quick summary: 'Octaves' refer to the individual layers of noise. 'Lacunarity' controls the increase in frequency of each octave. 'Persistence' controls the decrease in amplitude of each octave. If you'd like to support these videos, I have a Patreon page over here: https://www.patreon.com/SebastianLague
Procedural generation allows for unlimited content in games. It also eases the work for game devs to create vast and open worlds. Here's how it actually works! Subscribe for more: http://youtube.com/gameranxtv Credit 0:12 - https://www.youtube.com/watch?v=hakCEUIIzCc [Sceelix] - https://www.youtube.com/watch?v=aSgJPN6qK5I Thumb: Hall Hsu
We can scatter objects around our levels by using white noise. A refinement of white noise is blue noise, which ensures that the objects are scattered uniformly. This blog post by Casey Muratori is a great complement to this video if you want to see more types of noise: http://mollyrocket.com/casey/stream_0014.html Find the source code here: https://github.com/BSVino/MathForGameDevelopers/tree/probability-bluenoise New video every Thursday. Question? Leave a comment below, or ask me on Twitter: https://twitter.com/VinoBS EXERCISES: 1. We hard-coded five cells. How much you change the code so that you can have an arbitrary number of cells? 2. Suppose we want to scatter larger objects around our level. How might we adjust the cell sizes to ensure that the larger objects never touch? 3...
Procedural generation changes the design approach of every system it touches, offering infinite variation. But how is it used in a concrete way, for developers actually at work on their game? In this 2016 GDC talk, designers from Dwarf Fortress and Moon Hunters share their tools and methods for implementing procedurally generated experiences, by live-editing their game systems during this session. GDC talks cover a range of developmental topics including game design, programming, audio, visual arts, business management, production, online games, and much more. We post a fresh GDC video every weekday. Subscribe to the channel to stay on top of regular updates, and check out GDC Vault for thousands of more in-depth talks from our archives. Follow us on Twitter https://twitter.com/Officia...
Let's have a look at Perlin Noise in Unity. More on procedural generation: ● Sebastian Lague: http://bit.ly/2qR3Y3P ● Catlike Coding: http://bit.ly/11pMR7O ♥ Support my videos on Patreon: http://patreon.com/brackeys/ ···················································································· ♥ Donate: http://brackeys.com/donate/ ♥ Subscribe: http://bit.ly/1kMekJV ● Website: http://brackeys.com/ ● Facebook: https://facebook.com/brackeys/ ● Twitter: https://twitter.com/BrackeysTweet/ ···················································································· Edited by the lovely Sofibab. ···················································································· ► All content by Brackeys is 100% free. I believe that education should be available fo...
With games like No Man's Sky being released we decided to explore different games that use Procedural Generation in intersting ways! Procedural generation is an algorithm based process that creates large amounts of random content and games use it in all kinds of cool ways. Here are 7 Game that use Procedural Generation. Like us on Facebook: https://www.facebook.com/digitalpinnacle Follow us on Twitter: https://twitter.com/DigitalPinnacle Follow Zach on Twitter: https://twitter.com/ZacharyChild Google+: https://plus.google.com/+DigitalPinnacle Check out our Website: https://digitalpinnaclemedia.wordpres... Credits: The following videos were used in the production of this video: Elite: Dangerous - Launch Trailer https://www.youtube.com/watch?v=dwvjElmFCfE by Frontier © Diablo 3 Demon H...
In this video we create a terrain in Unity using Perlin Noise. More on procedural generation: ● Sebastian Lague: http://bit.ly/2qR3Y3P ● Catlike Coding: http://bit.ly/11pMR7O ♥ Support my videos on Patreon: http://patreon.com/brackeys/ ···················································································· ♥ Donate: http://brackeys.com/donate/ ♥ Subscribe: http://bit.ly/1kMekJV ● Website: http://brackeys.com/ ● Facebook: https://facebook.com/brackeys/ ● Twitter: https://twitter.com/BrackeysTweet/ ···················································································· Edited by the lovely Sofibab. ···················································································· ► All content by Brackeys is 100% free. I believe that education sho...
This video shows how we're building the procedural river you travel down in The Flame in the Flood. You never see this in game... it's the magic happening up river as you travel. Check us out on Kickstarter: https://www.kickstarter.com/projects/molassesflood/the-flame-in-the-flood
In this 2017 GDC session, Tracery developer Kate Compton explains the many surprisingly simple algorithms of procedural content generation and how to use simple data structures to control complex content-generators that are scalable, flexible, and surprisingly powerful. GDC talks cover a range of developmental topics including game design, programming, audio, visual arts, business management, production, online games, and much more. We post a fresh GDC video every weekday. Subscribe to the channel to stay on top of regular updates, and check out GDC Vault for thousands of more in-depth talks from our archives. Follow us on Twitter https://twitter.com/Official_GDC Check out our Facebook page for GDC exclusives https://www.facebook.com/GameDevelopersConference Visit our site: http://ub...
Subscribe for new episodes every Wednesday! http://bit.ly/SubToEC Watch more episodes from this season of Extra Credits! http://bit.ly/1GVGAQv Join us live on Twitch! http://bit.ly/ECTwitch ---- (Episode details below...) Talk to us on Twitter (@ExtraCreditz): http://bit.ly/ECTweet Follow us on Facebook: http://bit.ly/ECFBPage Get our list of recommended games on Steam: http://bit.ly/ECCurator ___________ Procedural generation can be used to create almost any kind of content, but in games, we usually see it used to create levels, enemy encounters, and loot drops. This random element allows games like Diablo to offer players infinite replayability, since every dungeon run will both look different and yield different results. This approach does have its weaknesses, however. Handc...
Welcome to this series on procedural landmass generation. In this introduction we talk a bit about noise, and how we can layer it to achieve more natural looking terrain. A quick summary: 'Octaves' refer to the individual layers of noise. 'Lacunarity' controls the increase in frequency of each octave. 'Persistence' controls the decrease in amplitude of each octave. If you'd like to support these videos, I have a Patreon page over here: https://www.patreon.com/SebastianLague
Procedural generation allows for unlimited content in games. It also eases the work for game devs to create vast and open worlds. Here's how it actually works! Subscribe for more: http://youtube.com/gameranxtv Credit 0:12 - https://www.youtube.com/watch?v=hakCEUIIzCc [Sceelix] - https://www.youtube.com/watch?v=aSgJPN6qK5I Thumb: Hall Hsu
We can scatter objects around our levels by using white noise. A refinement of white noise is blue noise, which ensures that the objects are scattered uniformly. This blog post by Casey Muratori is a great complement to this video if you want to see more types of noise: http://mollyrocket.com/casey/stream_0014.html Find the source code here: https://github.com/BSVino/MathForGameDevelopers/tree/probability-bluenoise New video every Thursday. Question? Leave a comment below, or ask me on Twitter: https://twitter.com/VinoBS EXERCISES: 1. We hard-coded five cells. How much you change the code so that you can have an arbitrary number of cells? 2. Suppose we want to scatter larger objects around our level. How might we adjust the cell sizes to ensure that the larger objects never touch? 3...
Procedural generation changes the design approach of every system it touches, offering infinite variation. But how is it used in a concrete way, for developers actually at work on their game? In this 2016 GDC talk, designers from Dwarf Fortress and Moon Hunters share their tools and methods for implementing procedurally generated experiences, by live-editing their game systems during this session. GDC talks cover a range of developmental topics including game design, programming, audio, visual arts, business management, production, online games, and much more. We post a fresh GDC video every weekday. Subscribe to the channel to stay on top of regular updates, and check out GDC Vault for thousands of more in-depth talks from our archives. Follow us on Twitter https://twitter.com/Officia...
Let's have a look at Perlin Noise in Unity. More on procedural generation: ● Sebastian Lague: http://bit.ly/2qR3Y3P ● Catlike Coding: http://bit.ly/11pMR7O ♥ Support my videos on Patreon: http://patreon.com/brackeys/ ···················································································· ♥ Donate: http://brackeys.com/donate/ ♥ Subscribe: http://bit.ly/1kMekJV ● Website: http://brackeys.com/ ● Facebook: https://facebook.com/brackeys/ ● Twitter: https://twitter.com/BrackeysTweet/ ···················································································· Edited by the lovely Sofibab. ···················································································· ► All content by Brackeys is 100% free. I believe that education should be available fo...
With games like No Man's Sky being released we decided to explore different games that use Procedural Generation in intersting ways! Procedural generation is an algorithm based process that creates large amounts of random content and games use it in all kinds of cool ways. Here are 7 Game that use Procedural Generation. Like us on Facebook: https://www.facebook.com/digitalpinnacle Follow us on Twitter: https://twitter.com/DigitalPinnacle Follow Zach on Twitter: https://twitter.com/ZacharyChild Google+: https://plus.google.com/+DigitalPinnacle Check out our Website: https://digitalpinnaclemedia.wordpres... Credits: The following videos were used in the production of this video: Elite: Dangerous - Launch Trailer https://www.youtube.com/watch?v=dwvjElmFCfE by Frontier © Diablo 3 Demon H...
In this video we create a terrain in Unity using Perlin Noise. More on procedural generation: ● Sebastian Lague: http://bit.ly/2qR3Y3P ● Catlike Coding: http://bit.ly/11pMR7O ♥ Support my videos on Patreon: http://patreon.com/brackeys/ ···················································································· ♥ Donate: http://brackeys.com/donate/ ♥ Subscribe: http://bit.ly/1kMekJV ● Website: http://brackeys.com/ ● Facebook: https://facebook.com/brackeys/ ● Twitter: https://twitter.com/BrackeysTweet/ ···················································································· Edited by the lovely Sofibab. ···················································································· ► All content by Brackeys is 100% free. I believe that education sho...
This video shows how we're building the procedural river you travel down in The Flame in the Flood. You never see this in game... it's the magic happening up river as you travel. Check us out on Kickstarter: https://www.kickstarter.com/projects/molassesflood/the-flame-in-the-flood
procedurally Generated EVERYTHING!
I'm playing some procedurally generated games and the current game of choice is Enter the Gungeon!
Gun have a good time!