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

**Regular generation:** The entire level is built by the game developers and is loaded as it was built, down to the smallest detail.

**Procedural generation:** The developers built 0 levels. They instead programmed different stuff into the game, sort of like LEGO blocks. When the level loads, the game puts all the blocks together however it wants, following logic programmed by the developers. This lets the levels be different every single time.

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