Articles
This is a listing of articles, arranged by subject. For other external resources, see the Links page.
Fundamentals
On this Wiki
- What PCG is - An overview and taxonomy of different types of procedural content generation.
External Links
- The Death of the Level Designer
- Procedural Content Generation - Chris Delay on GameCareerGuide.com writes how PCG techniques can reduce the cost of game development.
- NeoArchaeology #6 Procedural Content Generation - Noah Gibbs talks about procedural content generation for MUDs.
- My generation: How Indie Game Makers are Embracing Controlled Chaos talks about games in the indie scene which use PCG techniques.
- Procedural Content is Hard - Joe Ludwig talks about the failure to adopt procedural content techniques in Pirates of the Burning Sea.
- Content is Bad - Danc of Lost Garden responds to Chris Delay's article.
- Farbrausch and the Demo Scene on procedural generation in the Demo Scene.
- Indie Game Developers Enlist Algorithms to Do the World-Building for Them - Jim Rossignol on procedural content and Love.
- MIGS: Far Cry 2's Guay On The Importance Of Procedural Content by Chris Remo.
- Your Turn: Sticking to procedure - James Dominguez gives a history lesson on procedural content and explores why the technology has so much potential for today's game developers.
- Forcing Structure in Procedural Spaces by Rune Skovbo Johansen.
- The Case for Procedural Generation by Miguel Cepero.
- Procedural Generation Cost Analysis by Tyler Coleman.
- The Blind Mapmaker, a series of articles by Sean Howard.
- Procedural Content Generation: Thinking With Modules, an article by Ichiro Lambe
Level Design
On this Wiki
External Links
- Evolving Dungeon Crawler Levels With Relative Placement - Joseph Alexander Brown: Diablo like level generations.
- Realtime Procedural Terrain Generation - Jacob Olsen: The techniques used for terrain generation in Tribal Trouble.
- Procedural Modelling of Cities - Yoav I H Parish and Pascal Müller: The paper much of the Subversion city generator is based on. (non-pdf formats here) (from ACM Digital Library)
- Procedural House Generation - project by Jess Martin
- Random Scattering: Creating Realistic Landscapes - Mick West
- Procedural Level Design for Platform Games - Michael Mateas and Kate Compton
- Rhythm-Based Level Generation for 2D Platformers (PDF) - Gillian Smith, Mike Treanor, Jim Whitehead, Michael Mateas
- GPU Gems 3 - Chapter 1. Generating Complex Procedural Terrain using the GPU
World Design
On this Wiki
External Links
- A Real-Time Procedural Universe - Sean O'Neil: Discussion of procedural techniques for Elite style generation of a universe.
- Extract from The Backroom Boys: The Secret Return of the British Boffin by Francis Spufford featuring a section describing how Elite uses the Fibonacci sequence for procedural content generation.
Procedural Storytelling
On this Wiki
External Links
- Coding Self Contained Reusable Plots - Article and code examples (in Lua) on how to generate random plots.
- Tips for Random Story Generation - Joe Hewitt author of GearHead on how to create random story lines.
- Will Wright - Video Games Close To 'Cambrian Explosion' Of Possibilities on generated stories.
- Redefining Game Narrative: Ubisoft's Patrick Redding On Far Cry 2
- Procedural Storytelling - Dan Kline on procedural storytelling.
- Emergent puzzle solutions - Emily Short on the effect of "simulationist" implementations on game design.
Algorithms
On this Wiki
External Links
- Making Noise - Ken Perlin's Discussion of Perlin Noise.
- "Perlin" Noise - Hugo Elias: An overview of Value noise, mislabeled as Perlin noise.
- Procedural 3D Content Generation - Dean Macri and Kim Pallister: An Intel publication on using Perlin noise. Notably about terrain mapping.
- Models of Biological Pattern Formation - Hans Meinhardt's book on reaction-diffusion.
- A Simple, Efficient Method for Realistic Animation of Clouds - y.Dobashi, K.Kaneda, H.Yamashita, T.Okit, T.Nishita: Fast generation of clouds.
- A study of generative systems for modeling natural phenomena - Joakim Karl Johnson.
- Procedural Terrain Heightmap Generation using Diffusion Limited Aggregation - Sven Forstmann.
- Example-Based Model Synthesis - Paul Merrell.
page revision: 88, last edited: 07 Jan 2025 19:56