Procedural Generation
Posted: Thu Oct 31, 2019 2:07 pm
Back when I developed games and game-like apps, the one thing I utilized the most was procedual generation.
Normally, you would create and set up everything from the least significant decoration to the most important player behaviour. But procedural generation is a way to let the machine do all the work for you. The difference to random generation is that your machine sticks to parameters and definitions that you define.
To explain procedural generation, I once created an application that converted the boring coding tuff into a metaphor that was telling it all. The app was able to create trees. It started with a seed. You entered a number, and from that numbered seed in front of your eyes a tree began to grow. Another seed would create another tree, and all looked different. Yet, when entering a seed you already used, you would get that same tree again.
I also used it for a (2D) game that created an endless (today we say "open") world. Going back to where you already were would show you the exact landscape you remembered. Yet, there was no saving of huge data packages involved, or anything. It was all procedurally generated, meaning in realtime, while you play.
I wonder if you would be interested in seeing how procedural generation could be introduced in a plugin, and how it could affect your plugin, etc.?
If there is enough interest, I plan to create a series of posts, probably starting around christmas. But it's not a must! It is a lot of work doing the Ruby programming, so I don't mind if the interest is rather low! The reactions to this post help me deciding wether to do it or not.
Normally, you would create and set up everything from the least significant decoration to the most important player behaviour. But procedural generation is a way to let the machine do all the work for you. The difference to random generation is that your machine sticks to parameters and definitions that you define.
To explain procedural generation, I once created an application that converted the boring coding tuff into a metaphor that was telling it all. The app was able to create trees. It started with a seed. You entered a number, and from that numbered seed in front of your eyes a tree began to grow. Another seed would create another tree, and all looked different. Yet, when entering a seed you already used, you would get that same tree again.
I also used it for a (2D) game that created an endless (today we say "open") world. Going back to where you already were would show you the exact landscape you remembered. Yet, there was no saving of huge data packages involved, or anything. It was all procedurally generated, meaning in realtime, while you play.
I wonder if you would be interested in seeing how procedural generation could be introduced in a plugin, and how it could affect your plugin, etc.?
If there is enough interest, I plan to create a series of posts, probably starting around christmas. But it's not a must! It is a lot of work doing the Ruby programming, so I don't mind if the interest is rather low! The reactions to this post help me deciding wether to do it or not.