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Showing posts from December, 2020

Procedural Generation in Games

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Procedural Generation in games Specifically Terrain Generation (sort of)      I want to start this off by saying that I am not a professional in the industry (I'm a college student that is loosely studying this for my minor so I'm not even an amateur yet) so take all of this with a few fists full of salt (and maybe a teaspoon of sugar). Hopefully though, after all of this is said and done you will have learned something new. I will have sources for some of the topics I mention but a lot of it might be me speculating on the topic or waxing poetic. Anyway, let's get back to the main topic...      As environments in games get larger and more diverse, Developers have had to start pulling more and more tricks out of their magical little bags in order to make a gaming experience that is fresh and enticing. One of these "tricks" that could allow for potentially infinite worlds/replayability is procedural generation. The reason I say "potentially infinite worlds/repl