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Algorithmic creation of data through procedural generation is a versatile tool used in various aspects of video game development.

What is Procedural Generation?

Procedural generation is algorithmic creation of data that follows a set of rules. You’ve seen this in games like No Man’s Sky, as well as older titles such as Soldier of Fortune and River Raid.

Offline procedural generation is often built in layers, with the base map giving coarse data of terrain and mountains, while rivers, roads and vegetation make use of this in their implementation.


There are many ways to generate objects procedurally. One popular approach uses a model of a physics engine to create different environments using the same rules and generating them from the same set of inputs. This is similar to the way in which video game levels are often designed.

Another method uses a set of algorithms that use cellular automata to produce different environments. The Game of Life is an excellent example of this. The simulated cells obey four simple rules, and yet the result is a complex system of chaotic events.

Some games also use artist created content to provide specific features for a world, while others use a combination of both approaches. For example, Left 4 Dead uses a mixture of procedural generation to create certain areas of the map while Borderlands generates items and weapons. These systems are often built in layers. The bottom layer provides coarse data such as the terrain shape and topography, while higher layers create detailed features such as roads, rivers and vegetation.


Procedural generation can be used to create environments on a massive scale. This is what you see in video games like Minecraft, where the world is generated on a block by block basis following certain rules to create mountains, caves and other landscape features.

You also see it in survival and open world games where the player can explore a huge map that is randomly or deterministically generated. These games may use cellular automata to generate different pixel or voxel-based biomes and then distribute objects, resources and creatures within them.

This can be done at runtime or offline as part of the game’s design process. When it is done at runtime, the generation has to be able to work in very few milliseconds per frame of the game, so high-detail generation isn’t always possible. Offline generation, on the other hand, can be much more detailed and takes advantage of computer power to render the results.


Procedurally generated characters can be used in a variety of ways. They can replace hand-authored models entirely, or they can be used to provide a large number of variants of the same model, such as different rotations, shapes and colors. This can help to avoid the “thousand bowls of oatmeal” problem where a game may have many technically unique variants of an object but in the end they all look the same to the player.

This method is particularly useful for background or other content that cannot break the game if it isn’t perfect, such as foliage. For example, the game No Man’s Sky is primarily procedurally generated but is supplemented with some more detailed foliage which has been hand-authored.

The generation process can be done offline as part of the design process, known as offline procedural generation, or it can be integrated into the game to be run at runtime, known as online procedural generation. The latter type of implementation generally puts a great deal of pressure on the performance of the algorithm as the game only has a few milliseconds per frame to perform all its logic including AI, physics, rendering and the generation process.


Procedural generation (abbreviated as proc-gen or proc) is a technique used to create data algorithmically rather than manually. The process can be automated and random and is often applied to generate assets in video games such as the landmass generation in Minecraft or No Man’s Sky. It can also be used to create textures and 3D models.

For audio, procedural generation allows developers to use algorithms (often pseudo-random) to produce music configurations that adapt and change during runtime, known as online procedural audio synthesis. This can be done using tools like generative noise functions, cellular automata and fractals.

This can save time and money compared to manually creating sounds from scratch. It also reduces the need for large sound libraries, allowing developers to save storage space and make more room for other game content.

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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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Generating 3D Maps with Procedural Generation

3D Procedural Generation and Its Challenges

3D procedural generation is a powerful tool that allows for the creation of dynamic virtual environments. However, it is not without its challenges. These include unpredictability and computational complexity.

Traditional modeling excels at creating detailed models with precision and nuance, while procedural generation excels at generating large-scale, repetitive patterns efficiently. Therefore, a hybrid approach is often necessary.

Visually appealing

Procedural generation can be an attractive and cost-effective way to create visually appealing game worlds. It can also reduce development resources, allowing small teams to deliver large games with diverse content. It can even create dynamic game worlds that change and adapt in real time.

However, procedural generation has some disadvantages. If not carefully crafted, it can create monotonous or boring environments. For example, a randomly generated maze may be too long and uninteresting to play. Or, if the player is extremely lucky at the start of a game, it could make the game easy to complete without any challenge.

A popular technique for creating procedural content is to use a seed value as the starting point. This is an initial number that feeds into the algorithm, ensuring consistency and allowing players to share unique game worlds. For instance, the developers of the game Astroneer used a seed to create the landscape around the player’s home base, while relying on another algorithm to generate the finer details such as rivers and wildlife.


Procedural generation (also known as “procgen”) is a process of creating data algorithmically instead of manually. This saves time and money while allowing artists to focus on more creative tasks. It can also produce a wide variety of unique results.

Procgen is also a great choice for games that need to have large amounts of content. For example, a 3D first-person shooter with a procedural world fits into a 96kb executable, compared to a 400mb game that uses all of its own assets.

While procedural generation offers many benefits, it can sometimes lack the detail and precision that is available through traditional modeling. Fortunately, there are ways to balance this dilemma. For instance, designers can create prototypes and rough drafts of their assets using traditional modeling before implementing them with a procedural generator. This allows artists to achieve the perfect blend of visual control and artistic variety. The result is a more interesting and engaging game world.


Procedural generation is a powerful tool that can be used to create a wide variety of assets. However, it can also present a number of challenges. These hurdles can range from the unpredictability of generated results to the computational demands required to generate high-quality assets. To overcome these challenges, it is important to approach procedural asset generation using an iterative methodology. This will allow artists to develop a better understanding of the parameters that lead to a desired aesthetic.

While most people associate procedural generation with game terrains and landscapes, it is a very versatile technique that can be used to create many other types of content. It can be used to generate textures, characters, objects, quests, and even narratives.

One example of this is rogue-like games that use procedural generation to create unique dungeons. These dungeons are created from a set of rules that determine the locations of rooms and their connectivity with passages. Another example is Elite Dangerous, which uses procedural generation to simulate a galaxy of star systems and planets that the player can travel between.


Unlike traditional modeling, which requires direct control over every vertex and surface, procedural generation produces models that are iterative. This allows artists to adjust a model’s characteristics quickly and accurately. For example, a model for a tree can be adjusted by changing its shape and size or by altering the number of branches or leaves. This method can also be used to create complex patterns and environments efficiently.

The demand for huge and realistic virtual worlds is growing, especially in computer games, movies and simulations. However, creating such landscapes manually is a time-consuming and expensive task. Therefore, (semi-)automatic methods are needed to reduce the amount of manual work.

This paper presents a technique for procedually generating 3D maps using a set of premade meshes that snap together based on designer-specified visual constraints. This approach avoids size and layout limitations, and offers the designer control over the look of the generated map as well as immediate feedback on a given map’s navigability.

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Building Procedurally in Unity: Techniques for generating diverse structures, materials, geometry, objects, and animations.

Learn Unity Procedural Building

Learn to build procedurally using the Unity game engine. Various techniques will be used from algorithms that work through the process of collapsing grid placements to generating street blocks with diverse building prefabs.

Procedural materials take up less storage space than bitmap textures but must be “baked” during the build process in order to run smoothly. They can however expose variables that can be changed at runtime to offer many variations.

Procedural Materials

Procedural materials are custom scripts that generate textures. Each one has a set of properties that expose variables that can be changed at runtime in much the same way as standard Unity shaders.

These variables can be used to vary the output of the material – for example changing how many courses bricks are in a wall or how dark the mortar is. This allows for infinite variations in a single material.

Procedural textures also tend to take up less space in storage than bitmap images. This can help reduce download times for online games.

Unity provides an easy-to-use scripting interface for creating procedural materials called Substance. This is a industry standard tool from Allegorithmic that is also used in other 3D modeling applications (check out their Asset Store 8 FREE Substances package). There are also a number of procedural texture packages available for sale on the asset store. They can be purchased individually or as a pack and are ideal for getting started.

Procedural Geometry

Rather than building 3D meshes by hand using art software, procedural geometry is modelled in code. It can be computed at runtime (like in the example above where the bridge is generated based on elapsed game time), at edit time (using a script or tool inside the 3D art software) or at build time by using a physics engine.

The BP function that generates the rock is structured slightly differently than the one that generated the plane; instead of allocating and releasing its own computed mesh it takes an existing mesh as an argument and uses a filter to transform it (scale, translate, rotate). It also applies a noise function to the result, which gives the surface a smeary look similar to what you might get when blending two photographs together.

Creating a large building using a procedural system can be tricky because you have to consider collisions between the walls, floors and roofs. Unity includes a feature called ProGen that helps with this.

Procedural Objects

Procedural objects are a class of Unity object that can be generated in various ways. Using these types of objects can help developers to build more complex worlds quickly. For example, a designer might want to create a variety of different tree models for use in a video game level. To do this, the developer can create an “imperfect factory” that generates many similar trees based on a set of deterministic parameters and a random seed.

Most Unity games feature procedurally generated buildings. Examples include Naked Sky’s RoboBlitz that used a custom grid system to maximize content in a less than 50MB downloadable file for the Xbox Live Arcade and Will Wright’s Spore that uses a mix of themes and randomization to create an entire city, including streets, houses, and other structures. Also, many modern survival and open world games use procedural generation to produce a large variety of pixel- or voxel-based biomes. These are often then modified by the player to customize their experience.

Procedural Animation

Procedural animation is the process of automatically generating animation in real-time. It is used to create particle systems (smoke, fire, water), cloth and clothing, rigid body dynamics, hair and fur dynamics, and even character animation.

In the past, animators would create walk cycles manually using a technique called keyframing. This method involves drawing major frames that show prominent changes in the character’s position. The computer then fills in the rest of the frame with smooth interpolation.

In this video we demonstrate how to use Unity’s built in procedural generation system to create a city in your game. This includes generating intersections, bridges, rivers and city blocks with diverse building prefabs. The system also uses a shader to fade buildings that block the player’s line of sight. This helps to make the world feel more realistic and immersive.

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The Power of Procedural Generation

What Are the Different Types of Procedural Generation?

Procedural generation is often associated with video games that use an algorithm to generate content instead of the game developer hand crafting it. This is a technique that has become popular among indie developers because it allows them to create a large amount of game content on a limited budget and time-frame.

Video Games

Many games use procedural generation to create unique gameplay experiences. It’s particularly useful for games that have a lot of content, as it can save developers time and money by generating levels on the fly instead of constructing them manually. It also makes the game less memory-intensive, as the game doesn’t need to store every object or texture.

One of the biggest uses of procedural generation is in games like Minecraft and Terraria. These games have immense replay value because the game’s world constantly changes each time it’s restarted.

Similarly, platformers like Spelunky use procedural generation to create different levels for each playthrough. This can add a sense of mystery and exploration to the game, as players never know what they’ll encounter next. This type of algorithm can even help games adjust their difficulty to individual player skills. This is a feature that might be seen more often in the future, as developers look for ways to make games feel more personalized.


In films, procedural generation is often used when it’s necessary to generate a large number of nearly identical objects. For example, if a movie needs to show a warehouse full of different types of merchandise or an army of soldiers marching through a valley, an algorithm can quickly and cheaply create many similar examples.

An example of this is MASSIVE, software developed to generate the huge armies in Peter Jackson’s Lord of the Rings movies. MASSIVE was able to model fighting armies much faster than it would have been possible for the film’s VFX technical directors to do by hand.

Procedural generation is also sometimes used in the loot systems of Rogue-like games, where new weapons and equipment are generated for players based on their performance during quests and other random factors. This type of system helps to keep players on their toes and prevents the game from becoming too easy by introducing new obstacles and challenges at regular intervals.


Procedural generation in video games allows the computer to make things instead of having an artist do them manually. This can apply to textures and 3D models as well as entire worlds for a game. Some examples of this are Diablo and Minecraft, where new levels or artifacts are generated as you play.

This type of programming can also be used to generate animations for characters. This reduces the reliance on hand-crafted animation and may give the character a more unique look. Moreover, it can allow developers to add more movement options without the need for lengthy animation sessions.

This method of programming can be found in early video games like Rogue, which is considered to have started a new genre of video games known as rogue-likes. These games use algorithms to generate dungeons and the environments around them. More recent games such as No Man’s Sky use similar techniques to generate planets and wildlife.


A procedural generation technique that allows the player to experience new levels and encounters when they start a new game. This is often used in games that are designed to be extremely difficult and require a high degree of skill from the player.

In roguelikes, permadeath and procedural generation aren’t just features; they’re the genre’s beating heart, propelling it into the spotlight as a unique gaming experience where unpredictability meets consequence. These mechanics help make each playthrough feel like a fresh start, with every decision and challenge carrying its own weight and depth.

While this approach is great for roguelikes, it won’t work for every game. For instance, players might not want to be forced to restart a game after each fatal misstep, which could make the process seem monotonous. Luckily, some developers have found ways to mitigate this issue, such as increasing the number of monsters encountered on each reload or allowing the player to choose which level they want to begin at.

Procedural Building Generator: Easy-to-use, customize, export, and maintain buildings in Unreal Engine 5.2.

Procedural Building Generator For Unreal Engine 5.2

Procedural generation is used in many games to maximize the content of a game world. This allows for a variety of different playthroughs and provides the player with a more interesting experience.

This tutorial will use Unreal Engine’s Geometry Script plugin and Blueprint graph to generate buildings. This is a great way to learn how to use PCG, and it works on both Windows and Mac.

Easy to use

Procedural building generator is an easy to use tool that allows artists to quickly create buildings with a consistent design language. This tool is based on a spline-based algorithm that allows the artist to fully control the shape of a building using curves. It also allows for customization of the placement of pillars, rooms and the courtyard using value ranges. It also allows for instancing wooden support beams and decals on the walls.

The procedural building generator can be used in both interactive and non-interactive environments. It is easy to use and customize, but can be difficult to maintain. For example, the system can become unstable or slow when the number of generated objects is large. This is a common issue in procedural systems, and there are several ways to address it.

In this tutorial, we will explore a method for creating procedural buildings in Unreal Engine 5. This technique is simple to learn, but can be expanded to include more complex structures and materials.

Easy to customize

With the release of Unreal Engine 5.2 came the new Procedural Content Generation framework. This new tool allows the creation of a wide range of different types of environments with minimal user input. It’s also a great tool for interactive installations, where core content can be generated on a regular basis.

The system is flexible enough to accommodate different building types, from medieval to futuristic. It uses a modular building system that includes standardized modules and a construction blueprint that automatically spawns them. The resulting buildings are then textured with random variation. The system is also capable of generating trees, sand and grass.

It can also generate rocky cliffs based on Megascan models. These can be placed along the ravine and can be integrated with the procedural building. It can also spawn debris, plants and ivy to add to the overall look of the building. This can be easily customized to match the art direction of the project.

Easy to export

Using procedural content generation allows you to create environments without spending time modeling and texturing. This can save you a lot of time and effort, especially when working with large projects. Moreover, it can be used to create different variations of an object that will look realistic. This technique is also commonly used in film to create visual effects.

The PCG Graph will be familiar to anyone who has worked with material or blueprint graphs in Unreal Engine, and it can be modified at runtime. For example, you can use the Profiler Window to quickly detect nodes that take up a lot of time. Then, you can adjust the parameters to make the code more efficient. For example, you can reduce the number of iterations or the maximum loop count. This will improve the performance of your system. In addition, you can use a cache to store the results of previous iterations. This can significantly reduce the amount of memory needed for each iteration.

Easy to maintain

Using a procedural building generator is a great way to create buildings quickly. It is a big time and effort saver, and it allows you to focus on the aesthetics of your level. It can be used with custom or marketplace meshes, and it can support a wide variety of architectural styles.

The code is written in a BP Function, which makes it easy to run the algorithm in-editor or in-game. It also avoids dependencies on other actors, which is often a problem with construction scripts.

The PCG Graph will look familiar to Unreal Engine developers, as it uses the same node-based functionality as material and blueprint graphs. This makes it a powerful tool for level design and content creation, and can be used to produce anything from cityscapes to complex architecture. PCG is also highly scalable and supports multiple resolutions. It is especially well suited to high-resolution graphics. Moreover, the PCG Graph is easy to maintain and provides a high level of developer control.