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One of the most interesting talks on the math behind procedural generation: https://www.youtube.com/watch?v=C9RyEiEzMiU https://www.youtube.com/watch?v=C9RyEiE
by ralusek 2mo ago
One of the most interesting talks on the math behind procedural generation:
https://www.youtube.com/watch?v=C9RyEiEzMiU https://www.youtube.com/watch?v=C9RyEiEzMiU
That presentation was foundational for me personally wrt quite a few things.
- Retric 2mo agoThe issue with procedural generation isn’t how to do it, the issue is how to keep it from being boring.
- nrjames 2mo agoIt's the Bowls of Oatmeal problem: https://emshort.blog/2016/09/21/bowls-of-oatmeal-and-text-generation/ https://emshort.blog/2016/09/21/bowls-of-oatmeal-and-text-ge...
- tejohnso 2mo agoYeah the scope and detail of the universe is great, but it still feels like a well polished demo to me. The interactions with intelligent beings are very repetitive and boring. I can wander around and build things, but I never really feel strongly engaged like I do in a game like Valheim or GTA.
- 21asdffdsa12 2mo agoIf you add civilizations and intelligence to procedural generation- you get really fast into foundation prime radiant territory- where you generalize from huts to radioactive ruins or substrate (matrices) - the rise and fall of civilization from first principles. To put that into deterministic math- is fascinating - but then to add the players input and have the fate diverge.. As in deterministic circumstances + a historic noise + a formula for civilizational fungi. Basically a recursive scenario-tree- with branches for capabilities- and regressions as loops to previous iterrations. The noise function is the index and the dice - and the tree modifies its branches depending on the iterration. You gain a panopticon- your chance of accidental nuclear war wither- the loop back to savagery reduces in likelihood. And so on and so forth.