How is procedural generation different from just regular generation?

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Slightly related to a recent post.

I understand procedural generation in video games is basically an instruction set to tell the computer to run through to get the same result every time so that it doesn’t load a whole level each time, it builds the level based on a set of parameters.

How is this different than just loading a built level? Isn’t that what a normal script of code is in any other game? Is an instruction set to tell the computer to load the level?

Is it just the difference between one being done by a programmer and one done by a level designer/artist? They both need assets already designed and made to work right?

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Anonymous 0 Comments

Procedural sort of implies an algorithm based generation without direct overview.

So the algorithm looks at block 1 and goes “ah 75% chance this block is a pine forest, 15% urban, 10% snow”, rolls the dice and then applies it. And then it does a similar equation for block 2, 3, etc etc.

The exact %s and the relationship between blocks can also interact with each other. A block might be more likely to be pine forest if it neighbors pine forest.

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