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Re: Procedural generation in action!

PostPosted: Tue Sep 08, 2020 5:02 pm
by kortezzzz
Great to see other platforms out there shine with massive progressions and wish it could somehow help us here, with FS. It's kinda heart breaking to chat about a new exciting features which we probably would never achieve with our Lego cubes, unless... you have an idea how? at least the Midi gated delay? Great videos though.

Re: Procedural generation in action!

PostPosted: Tue Sep 08, 2020 6:08 pm
by tulamide
kortezzzz wrote:unless... you have an idea how? at least the Midi gated delay?


There's an ongoing project of Spogg and myself, that we decided to do publicly, as it might interest people to follow the process. I'm late as always, but Spogg has already delivered. Follow the whole thread, ot head to the last post for the newest version:
http://www.dsprobotics.com/support/viewtopic.php?f=2&t=48890

Re: Procedural generation in action!

PostPosted: Tue Sep 08, 2020 9:25 pm
by kortezzzz
tulamide wrote:There's an ongoing project of Spogg and myself


Just saw it. Very interesting project and great results for both of you. I liked the concept very much and I can see it integrating especially in drum machines. Let's say a drum sampler with few channels which every channel has it's own unique delay module controlled by unique LFOs. Thanks for the share, guys.

Re: Procedural generation in action!

PostPosted: Mon Sep 14, 2020 6:05 pm
by MichaelBenjamin
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Re: Procedural generation in action!

PostPosted: Mon Sep 14, 2020 6:35 pm
by tulamide
MichaelBenjamin wrote:i am not impressed by that drum machine and its xy map gimmick.
procedural generation is already done in a FM synth to utmost complexity, and has been done many times before in very different variations, in fact ("procedural generation" of waveforms) is what all synths are about.

what is so special about it? that you can use the same dx7 principles to note on/off generation in a pattern?
i don't understand the enthusiasm about this marketing phrase of "procedural generation" for some fancy random button.

This is what I mean, and what we were talking about. You don't help a thread by talking arrogant. Especially as you are confusing procedural generation with random generation, which is really annoying. You don't inform yourself on the topic, yet act like you are a lot smarter than anyone else.

Re: Procedural generation in action!

PostPosted: Mon Sep 14, 2020 7:02 pm
by MichaelBenjamin
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Re: Procedural generation in action!

PostPosted: Mon Sep 14, 2020 8:13 pm
by tulamide
For the last time:

Random generation and procedural generation are two very different things.

Just as a car and a chainsaw are two different things, although both are gasoline-engined.

That you either not understand it or don't like it, doesn't change the fact.

I'll await your drum machine that works procedurally generated, shouldn't take you more than a few days, as the expert you are.

Of course, it will never come. Instead you will answer to this post, why everybody is wrong on this topic but you.

Re: Procedural generation in action!

PostPosted: Mon Sep 14, 2020 9:17 pm
by MichaelBenjamin
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Re: Procedural generation in action!

PostPosted: Tue Sep 15, 2020 4:45 am
by k brown
Many of Eno's 'generative music' concepts/systems could be thought of as forms of procedural generation, and there is nothing random about them.

Re: Procedural generation in action!

PostPosted: Tue Sep 15, 2020 1:26 pm
by tulamide
k brown wrote:Many of Eno's 'generative music' concepts/systems could be thought of as forms of procedural generation, and there is nothing random about them.

Kevin, the point here is that there are two terms that describe a certain way of producing something.

"random generation" means, everything is created by rolling dice. This also means you have to prepare every little bit of what you want to have randomized (if can't be shuffled, if it doesn't exist)

"procedural generation" means, the program builds everything by itself. To do that it uses arithmetically generated noise patterns of specific types as a base input. It them creates, whatever is needed, on predefined rules rather than prepared assets.

Simple example.

If you were to draw walls, you could draw a dozen of differently colored and shaped walls, then roll the dice and take the wall that matches the random number. That's "random generation".

The other way is to draw a couple of bricks, define broad rules on how to build with bricks, then apply a noise map that controls how to build the wall based on set rules. Since noise maps are not random numbers but arithmetic rules, you get a very natural result, but with infinite variations. Which enables you to have walls of infinite length that don't look repetitive, without having to draw them by yourself. The program does it for you. It's the procedures (aka functions) you program, that gave this method its name. That's "procedural generation".

In case of a drum machine, the difference is very obvious. With "random generation" you get results that don't generate a drum beat, but just random noises. With "procedural generation" you get a natural sounding drum beat with infinite variations.

"generative music" is similar yet different, only loosely based on the concept of "procedural generation".