Exploring through Procedural Generation

Procedural Generation Code

Procedural generation is a common feature of rogue-like games. It allows the computer to create rooms and ensure that they are connected with passages, that monsters are distributed evenly and so on.

It can make the game’s files smaller, allow for much bigger worlds and provide nigh-limitless replay value. But it also requires a lot of technical work.

Video games

In video games, procedural generation is often used to create worlds and features that would otherwise be impossible to build manually. This can be especially helpful for games that are open-world and feature endless replayability, such as Minecraft or No Man’s Sky.

The roguelike platformer Spelunky is commonly cited as one of the best examples of procedural generation in action, leveraging a complex set of interrelated systems to produce gameplay that is uniquely challenging and rewarding. It is also worth noting that many of the most popular puzzle games (such as Tetris) rely on randomness to create a nigh infinite amount of content.

Procedural generation is a valuable tool for game developers, as it saves memory usage and artist time by allowing the computer to generate the content it would otherwise have to produce manually. However, this can lead to experiences that feel poorly designed or unnatural, so tuning generated content to suit the intended gameplay is an essential part of the game development process.


In film, procedural generation is used to generate the space that a camera moves through and to create effects such as water ripples. It can also be used to generate the outlines of characters and objects in an animation.

Procedural generation code is a set of rules that a computer follows to produce something. The rules can be as simple as the addition function two plus three equals five or more complex like creating a specific texture that looks natural.

In video games, procedural generation is useful for making large amounts of content quickly and easily. It can even create whole worlds that are then populated with details by human artists. In roguelikes, for example, this can be used to create new levels that are different every time you play. It’s important to note that procedural should not be confused with random, as a good level-generator should always have control over the result. For example, it shouldn’t create a gap that the player can’t jump over.

Audiovisual demoscene

The demoscene is an international computer art subculture focused on creating a kind of audiovisual presentation known as a demo. These are stand-alone, often very small (size-coding), computer programs that produce audiovisual effects and are shared at events called demoparties. Demos typically show off programming, visual, and musical skills and are designed to push hardware systems to their limits.

In this sense, they’re similar to video games and CG animation, but differ from them in that demos are not interactive. The creators of demos, like other artists, are not only interested in producing a stunning final product, but also in how the work was made.

As such, they’re keen to challenge or game the functional characteristics of the old platforms and create their own styles of work through the process of struggle and compromise. The result is often amazing and a lot of fun to watch. This ethos of experimentation and pushing the boundaries of what is possible with existing technology is why demos remain popular to this day.

Space exploration

Exploring space is an activity that has always been of interest to mankind. It has been pursued for many reasons including adding to our knowledge of the universe, boosting national prestige, and even making money.

While humans are still capable of traveling into outer space, most exploration is done by unmanned satellites and robotic spacecraft. It is the goal of astronomers to study the physical characteristics of celestial bodies such as planets, their moons, and other satellites.

Procedural generation is commonly used in space exploration and trading games such as Elite: Dangerous, Star Citizen, Outerra Anteworld and I-Novae Infinity. These systems use a set of deterministic parameters and random seeds to create a galaxy with a large number of solar system and planets that the player can then travel between. This is a good example of how procedural generation can help to make the game world feel more realistic.

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