You don't have to be an expert to help out
If you're new to PCG or are not an adept coder, you can still help expand the wiki. Simply update an existing game entry to include additional information from wikipedia. Follow the examples to understand how to set up and edit the info boxes.
World Building is the process of creating a world through modelling of the climate, elevation, precipitation and other factors over a whole world in order to generate a geography and/or history procedurally… (more)
July 19, 2012
February 13, 2012
February 1, 2012
Inverse procedural modeling of trees (02 Apr 2014 17:18)
Re: Inverse procedural modeling of trees (03 Apr 2014 14:23)
Re: [pcg] Re: Inverse procedural modeling of trees (03 Apr 2014 15:51)
Re: [pcg] Re: Inverse procedural modeling of trees (06 Apr 2014 19:12)
The Curse of Increasing Marginal Work Utility, or Why I Work So Much (Togelius, 06 Feb 2014 15:43)
Welcome to the Procedural Content Generation Wiki
The PCG Wiki is a central knowledge-base for everything related to Procedural Content Generation, as well as a detailed directory of games using Procedural Content Generation.
What is Procedural Content Generation?
Procedural content generation (PCG) is the programmatic generation of game content using a random or pseudo-random process that results in an unpredictable range of possible game play spaces. This wiki uses the term procedural content generation as opposed to procedural generation: the wikipedia definition of procedural generation includes using dynamic as opposed to precomputed light maps, and procedurally generated textures, which while procedural in scope, do not affect game play in a meaningful way. The concept of randomness is also key: procedural content generation should ensure that from a few parameters, a large number of possible types of content can be generated.
What should I do from here?
Have a look around the wiki. Most people visiting here seem to want to check out the lists of PCG games. But you may find you get more of an insight into procedural generation by downloading or trying online some of the freely available PCG software and having a play, or by looking at some of the code examples (such as map generation) on the wiki or reading some of the articles this wiki links to. At the very early stages of this wiki, most of the pages on this wiki are link place holders to external websites. But if you feel you can contribute something, feel free to look at the ways to contribute and page editing and creation examples. Then sign up as a member and introduce yourself to the team.
Many games use procedural content generation to increase the length of game play, some of which are free to download and play. The most common category of PCG games is roguelikes, which have a long tradition of using procedural content generation techniques.
The following may help you find out more:
PCG Game development
If you have some ideas for a new game featuring procedural content generation techniques and would like to give development a go (or are already a seasoned developer) the PCG Wiki is here to help you. A complete list of articles is available, but here are some to get you started:
- Software using Procedural Content Generation
- Algorithms and Code Examples for Procedural Content Generation
- Events featuring Procedural Content Generation
- TIG Source Procedural Content Generation Competition
- The Death of the Level Designer
- Articles about making a PCG game
If you'd like to contribute to the PCG Wiki directly, simply create an account, log in and join the site using the menus near the top of the page. Feel very free to edit! We especially need more information added to the games pages and the lists - if you're a developer, consider updating your game's page, and making sure that it (and you) are included in the relevant lists. You can request an article at the forums. You'll also find the todo list, examples and bugs-and-quirks pages useful to introduce yourself to the wiki format and this wiki's way of doing things.
All content is licensed under Creative Commons Attribution-Share Alike 3.0 License.