Procedural generation (nonfiction): Difference between revisions
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* [[Mathematics (nonfiction)]] | * [[Mathematics (nonfiction)]] | ||
External links | == External links == | ||
* [https://en.wikipedia.org/wiki/Procedural_generation Procedural generation] @ Wikipedia | * [https://en.wikipedia.org/wiki/Procedural_generation Procedural generation] @ Wikipedia | ||
* [https://boingboing.net/2018/09/10/heroic-cartography.html Procedurally generated maps of medieval cities, suitable for RPGs] @ Boing Boing | * [https://boingboing.net/2018/09/10/heroic-cartography.html Procedurally generated maps of medieval cities, suitable for RPGs] @ Boing Boing | ||
* [https://boingboing.net/2018/12/03/procedurally-generated-racetra.html Procedurally-generated racetracks] | |||
[[Category:Nonfiction (nonfiction)]] | [[Category:Nonfiction (nonfiction)]] | ||
[[Category:Algorithms (nonfiction)]] | [[Category:Algorithms (nonfiction)]] | ||
[[Category:Computation (nonfiction)]] | [[Category:Computation (nonfiction)]] | ||
[[Category:Procedural generation (nonfiction)]] |
Latest revision as of 18:52, 9 May 2020
In computing, procedural generation is a method of creating data algorithmically as opposed to manually.
In computer graphics, it is also called random generation and is commonly used to create textures and 3D models.
In video games, it is used to automatically create large amounts of content in a game.
Advantages of procedural generation include smaller file sizes, larger amounts of content, and randomness for less predictable gameplay.
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Fiction cross-reference
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